Submission #2872: Ilari's DOS Jazz Jackrabbit "Episode 1" in 04:43.79

DOS
baseline
(Submitted: Episode 1)
(Submitted: 0df14a77237729c67ebc2e18e9bbc2f9 unknown)
JPC-rr 11.1
17027
59.9983790888365
3631
Unknown
Submitted by Ilari on 10/10/2010 1:12 AM
Submission Comments

General

  • Emulator used: JPC-RR r11.1 (should sync on r11 - r11.2)
  • No special settings
  • Complete episode 1
  • Abuses programming errors in game
  • Takes damage to save time
  • Does not use death
  • Aims for fastest time

About game:

Jazz Jackrabbit... Very fast running and shooting action.

Why I did this:

This game is known to be excellent game choice for TASing. With relevant emulator reaching the point where the game can be TASed without noticeable glitching or otherwise bad emulation, I took the task of TASing this.

BIOS/OS/game versions used:

The BIOS/OS versions are identical to 2651S.
imageinfo report about game image used:

General data:

FieldValue
Namejazz jackrabbit(real)
File name/home/Ilari/repositories/jpcrr/disklibrary/jazz jackrabbit(real)
TypeHDD
Tracks16
Sides16
Sectors63
Total sectors16128
Primary extent size7736
Storage Method3
Sectors present6712
Claimed Disk ID0df14a77237729c67ebc2e18e9bbc2f9

File table:

TimestampMD5SizeName
N/AN/A78/
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Tricks:

Route choices

I follow routes of existing Jazz Jackrabbit speedrun (claimed time 5:00.5 by Wille)... No idea how is that timing determined.

Level comments

Diamondus 1

This level is fairly staightforward running forward. I didn't go through bonus room because there's narrow drop before it that would likely cost more time than it would save.

Diamondus 2

Here there are other things than running. The controls aren't that good, which makes for bit clumsy turnarounds. For some reason the shot I use to shoot the speed upgrade doesn't disappear even if it goes outside the screen (from top).

Tubelectric 1

The tubes downward are annoying... Especially when they hold jazz floating...

Tubelectric 2

More of the same... There would be nice shortcut if one could break out of first pipe into bonus room... Alas, this appears to be impossible.

Medivo 1

Those swords are ocassionally very annoying due to placement. For instance the one after drop in narrow corridor is impossible to shoot and futrhermore damage knockback is blocked, so I need to wait for it to pass. The first spike section the balls swinging on chains just don't co-operate so I take a hit on spikes (fortunately this game does not have instant-death spikes, they just do normal damage).
Then there's the hoverboard section. Annoying to TAS because hoverboard vertical velocity is slow and hoverboard has horizontal inertia... At least it does not have vertical inertia. I also had to pause for moment to avoid getting hit by topmost sword.
This level is long (the only 1 minute+ level in whole episode).

Medivo 2

More of medivo... More complicated level but not much to say except avoid running on spikes even with invincibility (as it runs at slower 5 speed instead of 6) and that last sword is VERY annoyingly timed.

Guardian 1

Just rapid fire missiles into this one (hint: Use lua script). I could jump immediately to start firing but then would get hit by cannon shot so I drop down first. Killing him in middle of jump (even with waiting for him to drop) is faster than waiting for jump to land.

Screenshot suggestions:

Lobbing launcher ammo into electric enemy in level 4.

Final stats:

Length: 04:43.792 Rerecords: 3631.

Nach: Fantastic job, best Sonic run ever. Hope you do another 5 TASs for the other episodes too. Accepting.
Last Edited by adelikat on 9/20/2023 2:10 AM
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