Hello! This is a 462 frames improvement (7.71 seconds) to the previous movie. The improvement comes from better optimization and faster routes.

Game objectives

  • Emulator used: Bizhawk 1.11.4
  • Aims for fastest time
  • Uses hardest difficult
  • Uses death to save time
  • Heavy luck manipulation

Tricks

To finish a stage, you have to collect every item. When Jumpman dies, he falls randomly to the bottom of the level, and he can still collect items. If he collects all remaining items this way, the level still finishes, so sometimes it is faster to do this.

Stage by stage comments

Nothing To It (29)

Jumpman moves so fast when he is alive that collecting the itens while he is dead to shorten the route actually doesn't worth. 26 frames were saved by taking a longer route, but not killing Jumpman, and 3 more frames were saved in the beginning with better optimization.

Fire! Fire! (65)

I used better routes in the whole level and avoided walking down slopes, as this slows you down (while walking up slopes doesn't slow you down, for some reason). 36 frames were saved.

Sreddal (148)

Here, I only collected the items in the right side, and then I went to the upper left corner of the level and manipulated luck a lot so that, after dying there, Jumpman collected all the items while falling to the bottom. This is really hard to do as the direction he falls to is random. 83 frames were saved.

Hellstones (163)

A better route and dealing better with the harmful write pixels saved 15 frames.

Figurits Revenge (236)

Many differences in the route in the whole level saved 73 frames.

Walls (235)

I got a terrible RNG in this level, and it didn't worth delaying the previous level to change RNG here. Even thought I saved a few frames in the beginning with further optimization, I was severely disturbed with the moving walls in the middle of the level, and lost one frame overall.

Zig-Zag (247)

Due to better optimization I could save 12 frames.

Spellbound (247)

With better optimization I could save 2 frames in this level, but I lost them back in the ending to manipulate RNG for the next level.

Blackout (315)

The position of the items in this level is RNG based. Due to a better RNG manipulation, every item spawned in the right side of the screen, and it was much faster to collect them. 68 frames were saved.

Here There Everywhere (394)

I used the portals more efficiently to warp Jumpman around, which allowed a much shorter route, and a 79 frames improvement.

Hatchlings (436)

A better route saved 40 frames.

Hurricane (462)

In the last level, better optimization and better ending of input saved 26 frames.
And, of course, thanks to Adelikat for the previous movie.

Noxxa: Replaced input file with a 16 frame improvement.

Tompa: I will judge!
Tompa: Very nice improvements! Fast platforming is faster, accepted as an improvement to the previous run.
fsvgm777: Processing.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15628
Location: 127.0.0.1
This topic is for the purpose of discussing #4987: BrunoVisnadi's Coleco Jumpman Junior in 04:40.42
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3828)
Joined: 11/30/2014
Posts: 2834
Location: US
Hurray for improvements! Who would have thought such a big improvement was possible? Keep up the great work BrunoVisnadi.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Brilliant! The end of Sreddal is especially amazing. Out of curiosity, what in the world do the letters mean in Spellbound?
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Editor, Skilled player (1348)
Joined: 12/28/2013
Posts: 396
Location: Rio de Janeiro, Brasil
mklip2001 wrote:
Brilliant! The end of Sreddal is especially amazing. Out of curiosity, what in the world do the letters mean in Spellbound?
I also have no idea, haha. Also... I swear I try a lot to find new improvements before submitting a movie, but it seems I can only find them right after I submit. This movie file (http://tasvideos.org/userfiles/info/28483512412199714) is 16 frames faster, due to a better ending of input. Could someone replace it, please?
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
mklip2001 wrote:
Out of curiosity, what in the world do the letters mean in Spellbound?
"Epyx Jumpman". You get a bonus at the end for every letter in the correct spot.
Joined: 2/19/2010
Posts: 248
I played Apogee's PC clone of this called Jumpman Lives! Many great memories. The end of sreddal was surprising and hilarious. It's clear just how much luck manipulation had to be done to get the result you wanted here. Blackout was also a surprise: you were less than halfway through, then suddenly it ended. Yes vote.
d-feather
He/Him
Joined: 2/12/2015
Posts: 153
Location: Everett, WA
I love myself some runs that look fast, including stuff like this. Yes vote.
:shrug: I'm more active on Twitter nowadays: @HunterCoates5
PCachu
He/Him
Joined: 10/1/2009
Posts: 166
Given how many runs the site has against Jump'n'Shoot Man, I suppose it was only inevitable that someone resurrected his grandpappy.
Joined: 1/13/2007
Posts: 343
The main potential imporovement i can see would be manipulating shorter end of level tunes. they arent' all the same length.
Editor, Skilled player (1348)
Joined: 12/28/2013
Posts: 396
Location: Rio de Janeiro, Brasil
zaphod77 wrote:
The main potential imporovement i can see would be manipulating shorter end of level tunes. they arent' all the same length.
The songs by themselves indeed aren't the same length, but the time the game waits to go to the next level is always the same. So if I get a shorter song, there would be a bit more waiting after the song finishes, and I'd get to the next level in the same frame.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15628
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [3064] Coleco Jumpman Junior by BrunoVisnadi in 04:40.42
Joined: 1/13/2007
Posts: 343
I remember back in the day there was a 13 note fast tune that was easily half the length of the others, and there not being a huge pause after it, though that may have been the original jumpman.