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#638185959207822180 - Jimmy Neutron - Jet Fusion (GBA) [TAS, first draft]

Jimmy Neutron - Jet Fusion [TAS, first draft].bk2
In 54:29.95 (195306 frames), 6051 rerecords
91 downloads
Uploaded 5/2/2023 3:45 AM by MamaLuigiMomsLotsaSpaghetti (see all 15)
A game that isn't based on Power Rangers? What a concept!
Jet Fusion sees Jimmy Neutron trying to restore Retroville to normal after yet another botched invention fuses it with the world of Jet Fusion, an over-the-top spy parody with ninjas, tribes, pirates, and space chimps. Anyone remember Space Chimps, no? Just me? ok In order to be fulfilled, this mission requires Jimmy to run through levels, gunning down everything in sight with a lame PG "sonic resonators", collecting objects to build inventions that'll open the path to challenge the boss of the area. After the prologue area, it's two levels -> obtain new tool that'll be used to traverse future levels -> one more level -> minigame -> boss -> repeat, until you defeat staple villain Professor Calamitous.
Each level also has extra items you can obtain to enhance Jimmy's power. These are extremely easy to find with the help of the map, accessible by pressing select. Many, however, will require you to go pretty off course to actually fetch them, sometimes FAAAAR off (*cough* the docks *cough*), so they're pretty much ignored entirely (well, they would be if I actually decided to do so during the TAS. This is a rough draft, after all.) The upgrades, for those wondering, are the sonic upgrades, which boost the power of Jimmy's main weapon, and the Purple Flurp containers, which increase the amount of health he can have. The containers, of course, are definitely skipped entirely, since, well, you get the idea of TAS. However, you will see me needing to find extra flurp whenever convenient, in cases where I am better off just tanking a hit. There's no knockback for the most part, so you can pretty much just run past anything, with the only concern being to not get hit enough times to die.
Even the sonic upgrades are dubiously useful in a TAS, since all the secondary weapons Jimmy can get are considerably stronger than his stock sonic resonator. These are (I forgot the name of it; the sonic grenades, basically, which are obtained basically from the getgo, and basically nuke every enemy in a small radius, which can be quite useful in a pinch, but I don't believe it's really more effective during bosses), the water gun, which I also forgot the name of affects magma-related things such as... well it's pretty much only used in the level you get it in, so it'd mostly be used to deal more damage to enemies wherever you actually need to defeat them, and the mostly useless bubble gum gun, which rapidly fires, well, bubble gums. You can use it to fight enemies, but mostly the final boss, really. It's mainly used to create platforms in walls to scale up the final level.
O h y e a h, you don't even need to take out enemies to get them out of the way. While an enemy is in a hurt state, it's attack will be stalled, and contact damage isn't even able to be dealt to you. Plus, enemies that get knocked back from your attacks will be stunned for even longer. This makes it a lot easier to get through this game without any upgrades, since you generally just need to make a b-line to the finish line.
Even though I'd say the execution was pretty solid, I arguably made some pretty bad judgements for routing, especially in World 2, where I must've forgot the second boss can only be damaged with grenades, and I only ended up bringing 5, wasting a LOOOOOT of time. You really need to bring 15 grenades to that fight. I also didn't quite care enough to try to optimize the third and fourth minigames as much as possible.
In terms of techniques, those arrow signs with a satellite dish on it are the access points, which not only let you respawn from it, but even load from it. This... uses passwords, which means the game will try to stop you to give you the password for you to write down, and every message slows you down, since the animation is about half a second. If you can get the access point off screen before the message triggers, the message doesn't. Usually, you won't be able to outrun it, but you can delay triggering the point with a well-timed jump. The point has a fairly large hitbox, but it doesn't reach as high as you can jump. Another note is that jumping points positioned at the start of the level are much harder, since the game gimps your inputs during your entrance to the level.
This game is one of those strange cases where you hit terminal velocity nearly instantly when you drop down, which is abused quite a bit, especially since this game likes to have you drop down a series of platforms. But this is something you can just see for yourself. How about something a bit more interesting, on the topic of momentum stuff, your vertical momentum seems to influence certain things in the game. When you fire a projectile, the speed and trajectory it travels at can vary a fair bit. If you drop down and shoot downward, GOODNESS! Your sonic booms outspeed... Sonic! The other major thing affected by momentum is Goddard's copter mode, obtained near the end of the first world. Gliding in copter mode is slower than running and jumping, so using it for as short a period as possible is crucial, and so the right time to use it is equally important. An important limitation to keep in mind is that during the period where Goddard is getting into position, you can't jump, so when activating it, you have to already be in the air if you want to use it in the air. Speaking of, the other ability Goddard gets is the ability to carry Jimmy underwater. The main tidbit is that swimming will let you rise faster than just propelling upwards on Goddard.