J. J. Squawkers is a platformer about angry birds saving the world from a yellow man.
- Emulator used: FBA-rr v0.0.7a
- Fastest completion
- Manipulates luck
- Takes damage to save time
what is dis
J. J. Squawkers is a platformer by Athena. The world fell into spells and went crazy, and ambush the house of survivors. It's up to the Karasukun brothers, a pair of ravens, to pay it back and find out the culprit. The game is notable for its beautiful and trippy graphics. Hardcore Gaming 101 review
This run completes the first loop of the game. There's a second loop as well, but it only increases difficulty without adding new gameplay.
how to go fast
Jumping is faster, but jumping has a fixed arc and height. While jumping, you can shoot in any cardinal direction without slowing down. You can also corner boost on ceilings.
Damage boost makes you go fast, but there's a small recovery period after. However, in some cases, it ends up faster.
To deal damage, there are a few weapons available. Weapons are dropped by the yellow eggs in each stage, and drops are completely random, save for the normal powerups which are fixed. Weapons can be powered up by picking up the Power Shot that makes weapons more powerful.
Only a few shots can ever be on screen at a time, save for the Piercer powerup which allows unlimited shots.
In this run I use:
- Tomato: the starting power-up.
- Shoes/Gear: a slow-moving weapon with an arc trajectory, that rolls once it hits the ground. The Gear powerup (after getting Power Shot) allows shooting two at once. Its useful trajectory and slow speed allow great flexibility, especially since my movement is limited.
- Screw: fast projectile with linear trajectory, that pierces slowly once it hits an enemy. For every subsequent pickup, you get an extra small bird helper that shoots another screw. The most powerful weapon, save for special power-ups. Its trajectory is more limited than Gear but makes up for it in firepower.
There are two special weapons as well. These weapons exhaust after a fixed amount of shots. There are:
- the Bomber that shoots a slow-moving exploding projectile.
- the Piercer that shoots a very fast piercing projectile.
In practice, they deal the same damage once they hit an enemy. Since they hit every frame, they can put bosses in permanent hitstun. However I go for the Piercer because it moves faster, which lets me hit earlier, and it's also more flexible against bosses immune to hitstun.
tree-humping human monkey (stage 1)
Take the lower route to generate less lag. Piercer against stage 1 bos.
cows running away from a chair (stage 2)
Damage boost to save a bit of time. Get the shoes and power shot. The blocks before the bosses can be jumped two at a time.
angry dr wily (stage 3)
Top route for less lag, and start collecting screws for the boss. Kill the tank boss before he shoots the block attack.
happy star with very large grin (stage 4)
Lag management is critical here. All enemies are killed early with Piercer. It runs out before the last enemy before the ship, so I damage boost it. Kill vases asap to reduce lag. The second phase of the boss comes out with all its parts stacked on top of each other, so Piercer kills it very quickly.
bitrate destroying-background (stage 5)
Get Piercer whenever I can, otherwise finish off with Screw. In-between the bosses there is an enemy rush which I have to kill asap to reduce lag. The last rush has the last enemy become the final boss, and both forms are vulnerable to hitstun.
shoutouts to my homies
This run was made way back in 2016, but I didn't submit it for some reason. Thanks to trap15 for making me interested in this game!
And, of course, thank you for watching!!!!
feos: Nice run, everything looks good. The rule about games with no clear ending doesn't apply, in its current or previous form, because this game has an ending. So just like with Ghosts'n'Goblins, we don't require a second playthrough, because each of the loops has an ending. Feedback was good, and the game is quite intense, accepting to Moons.