Unlike the other Jungle Book games for NES and Genesis, in which you are forced to collect gems, the SNES version is a straight forward platformer. Notoriously hard for those who've had it as a kid, most people never made it past Kaa.
  • Emulator used: Snes9x 1.51 v6
  • Beats the game
  • Takes damage to save time
This run plays on the normal difficulty in order to make use of more damage boosts. The only difference between hard mode and normal is that Mowgli has 1 less life. The Japanese version does not have any gameplay change; the ending's words are removed in the japanese version.

I finally got around to improving this run after almost 2 years :)
Aside from the optimizing route with Harpa's mentioned improvements in the old submission forum post, I found a swinging vine glitch and wall clip.
Wall clips can be done by turning around quickly against a wall for 1-3 frames (optimal is 2) and then holding the direction towards the wall again about and repeating 3-5 times while jumping.

Improvements:

The Beginning - Found a missing frame
Jungle By Day - After the final damage boost, it was faster to grab on the rope and to jump straight to the spawned dragonfly
Kaa the Snake - Uses the route Harpa had found awhile ago (boost off monkey) and more optimized boss kill
The Tree Village - More optimized movement and skipped pushing a block with 2 wall clips
Parrot Ride - Saved the most time here; skipped the 2nd parrot autoscroller abusing the swinging vines and using a wall clip. Grabbing on the vine as it's transitioning off the map seems to glitch the player back to the beginning with part of the exit being accessible. It is a soft lock unless you wall clip to the ending (or die trying).
The Waterfall - More optimized movement allowed me to be able to catch a rock cycle.
King Louie - The route Harpa had found awhile ago is about 60f faster than the previous one used. Most of the time saved was from optimizing boss fight.
Collapsing Ruins - Saved about 6 seconds during the autoscroller by lengthening the amount of time during the 2 speed ups in the stage. Most of the time saved was from optimizing boss fight.
Great Tree at Dusk - Used a new route using wall clips
Jungle at Night - 2nd most time saved stage-wise from Harpa's route aside from a damage boost I added.
The Wastelands - Saved 131f on the boss fight, the rest were from more optimized route.

Things that could be improved:

There is one extra vertical vine I grab onto the beginning that is skippable in the final stage. However, later on at the fire damage boost, even with the same exact pixels and input I was unable to get the same desired boost (it normally pushes you backwards and wastes about 60f), which leads me to believe there are subpixel physics at work.
Optimizing boss fights are pretty demanding with all the animation canceling along with sprite management (and not dying), so it might be possible to optimize them even further but not for huge amounts of frames that this tas has over the previous one.
Lastly, I haven't been able to use the swinging vine glitch in other stages but it might be possible.

Frame comparison

Frames: (when start was pressed)
StageOldNewTotal SavedIndiv
11279127900
23997399611
kaa646164431817
31083110498333315
41387513379496163
waterfall211221789032322736
louie 126153226213532300
louie 229271256373634102
549128448994229595
651872470634809580
shere khan550644904960151206
last input59331529626369354

(From previous submission)

Basic Info:

Jumping is faster than moving. The speed oscillates in the air in the pattern of 3434343343434343 (a real headache). Regular running is just 3.
Damage: Bananas do 2 damage. Coconuts, red fruit, and fire do 6 damage. The yellow-brown fruit does 2 damage.
Bosses: When switching between phases, there is a downtime until the hp refreshes.
   Kaa: 
       Phase 1 - 51 hp 
       Phase 2 - 51 hp 
       Phase 3 - 51 hp 
   Louie 1: 
       Phase 1 - 71 hp 
       Phase 2 - 51 hp 
   Louie 2: 
       Phase 1 - 71 hp 
       Phase 2 - 71 hp 
       Phase 3 - 71 hp 
   Shere Khan:
       Phase 1 - 91 hp 
       Phase 2 - 91 hp 

Tricks used:

PrsB: This is a damage boost trick found by prslol. As long as Mowgli is grounded, if you press b at the same time as he is damaged, you can get significant height depending on the object/monster used. All of the damage boosts only have a 1 frame window except for the first one in the 2nd stage that is only while using the mask (2 frames).
Banana Doppler: You can cancel Mowgli's attack animation by pressing a direction after firing. This allows you to attack at a much faster rate and allows for quicker boss fights. Max of 4 bananas on screen (lasts until it scrolls off screen or its hit disappears).
Fast Blocks: It is quicker to move blocks by mashing a direction rather than holding it.
Rope Jumps: The fastest method of climbing ropes is by jumping up them. This is done by pressing up, then releasing up and pressing jump.
Baloo Triggers: Not really a trick, but there are certain item patterns where if you collect them all, Baloo will come out and throw a mask to you. Masks give invulnerability for a set time.
Louie 2: Also discovered by prslol "Reverse CLC". At the end of the autoscrolling stage, by holding left, you can cause the game to continue on scrolling. If you were to press right before triggering Louie, you end up scrolling right back to the beginning of the autoscroller.

Stage-by-stage:

Stage 1 - I wouldn't have been able to figure out the setup to get that first damage boost (PrsB) without Tompa. Thanks Tompa!!
Stage 2 - Straightforward with 2 PrsB, skips about 2/3 of the stage.
Kaa Stage - The first vertical level.
Stage 3 - That vine jump might be 1 frame.
Stage 4 - Forced to run instead of jump to setup the damage boost from the snake. 2 autoscroller sections. Skipped a vine.
Waterfall - Second vertical level.
Louie 1 - PrsB and damage boost skips 40 seconds of the level.
Louie 2 - Long autoscroller. Louie is a lot harder here than in the previous level.
Stage 5 - The section with all the monkeys and bees glitched out part of the screen. I think it has to do with too many sprites being loaded.
Stage 6 - Precise jumps and 2 PrsB.
Shere Khan - Didn't damage boost through the boulders to abuse invincibility frames while killing Shere Khan.
Frames: (when start was pressed)
  • 1 - 1279
  • 2 - 3997
  • kaa - 6461
  • 3 - 10831
  • 4 - 13875
  • waterfall - 21122
  • louie 1 - 26153
  • louie 2 - 29271
  • 5 - 49128
  • 6 - 51872
  • shere khan - 55064
  • last input - 59331
RAM Watch: 7E0698 x-position 7E137A y-position 7E070A speed 7E077C boss hp

Things that could be improved: The only major way to gain time would be a different route through the stages. Rope handling and bosses might be able to be improved as well, frame-wise. It might be possible to skip pushing the block in the stage 3 (village). I -think- it's possible, but could never manage to figure it out.
Thank you #dkc!!!!!! Shoutouts to DBJ for being the first person I know to beat Kaa, and Klosty for the first person I knew to single segment this game.

ars4326: Judging!
ars4326: Hello, Newpants 87. Outstanding improvement on your prior 2013 run! The parrot skip on stage 4 was a nice surprise, and it was especially nice to see that significant time was saved on the Waterfall stage, due to more optimized movement. Although the choice in difficulty was brought up in the thread, I can see the justification due to having an extra HP to perform more damage boosts (being this is the only gameplay difference between difficulties, as well).
Accepting as an improvement to the published run!
sheela901: Processing...


TASVideoAgent
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This topic is for the purpose of discussing #4760: Newpants87's SNES Disney's The Jungle Book in 14:41.25
Spikestuff
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emulator?voting yes anyway but isn't that deprecated?
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
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grassini wrote:
emulator?voting yes anyway but isn't that deprecated?
As far as I'm aware, only Snes9x 1.43 is completely deprecated and not accepted by the site anymore. The Emulator Resources page is in dire need of an update.
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Notoriously hard for those who've had it as a kid, most people never made it past Kaa. This run plays on the normal difficulty in order to make use of more damage boosts. The only difference between hard mode and normal is that Mowgli has 1 less life.
Uh...if it's really that hard, wouldn't it make more sense to use the hardest difficulty?
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Yeah. I second the vote for hardest difficulty.
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I voted meh. Long autoscrollers levels are just boring. And to be honest in other non-autoscrollers levels also almost nothing entertainment. Anyway it's always very nice to see improvements for any game. Good job Newpants87!
jlun2 wrote:
Uh...if it's really that hard, wouldn't it make more sense to use the hardest difficulty?
Hardest difficulty with less damage boosts would be less interesting to watch. So normal difficulty choice here is absolutely right imho. P.S. Jungle Book at Sega Genesis is a way better version. I hope someone will improve it too.
I show you how deep the rabbit hole goes. Current projects: NES: Tetris "fastest 999999" (improvement, with r57shell) Genesis: Adventures of Batman & Robin (with Truncated); Pocahontas; Comix Zone (improvement); Mickey Mania (improvement); RoboCop versus The Terminator (improvement); Gargoyles (with feos)
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The currently published run is on the same difficulty.
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Tangent wrote:
The currently published run is on the same difficulty.
Personally, I'd rather see a slightly slower movie done on hard mode. But that's just me. Although, if someone wants to clue me into just how much slower we'd be talking it probably give me a different perspective. I was going to link to the movie rules where it mentioned using the hardest difficulty to add to another point I was meaning to make, but looking through the movie rules now I don't see it. Was this rule done away with or something and I missed it?
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Here you go:
Where a game has multiple difficulty levels, it is preferred to play on the hardest difficulty level (for more interesting gameplay) unless the only difference between difficulty levels is enemy/boss hit points, in which case the easiest difficulty levels are preferred in the interest of speed. If the difference in difficulty is inapplicable for your run, for example, you trigger the end game sequence right from the start, then selecting the hardest mode is unnecessary.
Also interesting that it now adds the occasion when a major skip occurs. lol
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Thanks, jlun, I must have skimmed the page a bit too fast.
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a nice tas
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If hard only had one more life i guess it would be ok. But how do you achieve more damage boosts? You have more health or enemier give less damage? Then the life isn't the only difference.
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Voting no for not using the using a out of date emulator.
Enjoys speedrunning, playing and TASing Oddworld games! Has TASed: Oddworld: Abe's Oddysee in 12.06.13 (with Dooty) Oddworld: Adventures II in 20.03.78 (with Dooty) Oddworld: Abe's Exoddus 100% in 2:08:28.4 (with Dooty) Oddworld: Abe's Oddysee 100% in 1:05:01.65 Oddworld: Abe's Exoddus in 37:18 Oddworld: Abe's Exoddus in 37:15 Oddworld: Abe's Exoddus 100% in 2:!5.44.12 Oddworld: Abe's Oddysee any% in 13:01.3 Oddworld: Abe's Oddysee any% in 12:59.95 Oddworld: Abe's Oddysee 100% in 1:04:16.27 Oddworld: Abe's Oddysee 100% in 1:04:01.07 Currently working on: Waiting for Windows TAS Tools to work so I can TAS PC version of Exoddus.
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Samlaptop wrote:
Voting no for not using the using a out of date emulator.
stares 1) Did you find this movie entertaining? 2) Deprecated emulators [4] "[4] Movies using Snes9x v1.43 are not accepted [...]. Movies using Snes9x v1.51 or newer are accepted but the emulator is deprecated."
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I've honestly thought about using the hard difficulty as well before the first submission. I understand it is preferred, but it doesn't say it is mandatory and so I made the decision to use the normal difficulty. The main reason I decided against it is that I felt it added less content to the tas. In my eyes, having the ability to show off a few extra 1 frame damage boosts shows off more of the game's mechanics and content rather than having to forgo them having just 1 less health. You can find things to replenish health easily in any let's play video or people using roundabout strategies, but it is doubtful you will find faster boss kills or these damage boosts in this game. As for why I used snes9x 1.51x, it's mainly because I felt it was less resource heavy and more accessible for me. I saw that it said it was being depreciated but still ok to use.
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certainly it's not a bad choice, but entertainment is all kinds. Personally, I'd rather see a slower and harder movie.
Post subject: Encode posted
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For anyone who wasn't able to see the movie yet, an encode has been added to the submission text. Note that there might be an audio desync later in the video.
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That skip in the Parrot Ride level surprised me. Yes vote.
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Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2904] SNES Disney's The Jungle Book by Newpants87 in 14:41.25
Joined: 2/13/2012
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Yay! Nice work! Really interesting new glitches too, that wall glitch is super useful. Parrot skip is nice as well, always cool to be able to skip autoscroller sections, even though I don't really understand how it works. Would it not theoretically be possible on any level with vines?
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theoretically you could do it with 1 vine, but i haven't been able to manipulate the camera to cause the glitch to happen. you need to manipulate the camera so that you grab back onto the vine as it's transitioning off screen.