Movie Information

Jetpack is freeware and can be downloaded here: http://www.adeptsoftware.com/jetpack/
The game runs at 70 frames per second. Floating point module must NOT be loaded for the game to work properly. The default BIOS and floppy drive images are used. The input ends after a name is entered in the high score table.
  • Emulator: JPC-RR r11.8 rc1 (syncs on r11.7)
  • Aims for fastest time
  • Uses death to save time
  • Heavy luck manipulation
  • Genre: Platform
Image info (some useless files were removed from the freeware installation, it is unknown if this has an effect on the sync):
NOTE: This image uses a volume label. When you import the image, check the "Volume label" box and name it jetpack.
Type: HDD
Tracks: 16
Sides: 16
Sectors: 63
Total Sectors: 16128
MD5: e4287f2e7f9d079de869be13eeb18642

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Vname: 19900101000000 N/A                                       0 jetpack)
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Entry: 19900101000000 2fb5d8421b228975b622162be33a6b4d      50602 /JETLEV.DAT)
Entry: 19900101000000 351d5f7893180e2925901c10b29dc1b6     141152 /JETPACK.EXE)
Entry: 19900101000000 1d1d658ed7e42225be4af6ad69afca7c      43559 /JETPACK0.DAT)
Entry: 19900101000000 a8f4cc17364adf2c51de655508d59eb8      30487 /JETPACK1.DAT)
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Entry: 19900101000000 a958ca5da57a325119d3cbac70b116e5        785 /JETPAL.DAT)
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After months of intense routing, the Jetpack TAS is finally completed! There are 100 levels in the full version of this game where the objective is to collect all green gems and then reach the exit.

Game Mechanics

The Jetpack

The jetpack can hold 10000 units of fuel, with 10 units being consumed for every frame of flight. Flying is necessary in most levels, as some places are unreachable by jumping, and it is almost always faster because the terminal flying velocity is higher than walking speed. Some levels introduce fuel chargers and drainers. In levels where fuel chargers are the only source of fuel, numerous tests must be done to determine if it is more time-efficient to charge and fly through certain sections or to not charge and walk instead.

Phaser

Phasing is a crucial mechanic for a few reasons. For one, it allows you to burn through certain blocks. The phaseable blocks are light and dark brick, pink blocks, and crates. The blocks return after a certain amount of time, except for crates, which are gone permanently. Phasing may also correct the player's position into the center of the nearest block, which can be used to shift momentum rapidly.

Teleporters

Teleport pads send you to another teleporter of the same color. There is a brief period of near invincibility before and after teleportation. In the delay before teleportation, gems can still be collected.

Barriers

Barriers are turned on and off by switches of the same color. There are two types of switches - buttons and floor switches. Buttons must be activated manually by the player, while floor switches toggle if they are walked over, either by the player or an enemy.

False Walls

Some blocks can be passed through and are indistingushable from regular blocks. Hidden passages are navigated with an extension of Ilari's Lua script which displays the player's position.

Exits

The exit opens up after all green gems in the level are collected. Contact with the bottom of the exit door will finish the level, even if the player is dead on arrival!

Movement

Understanding the physics in Jetpack is important in optimizing each level, and the movement in this game can be broken up into two major components: with and without fuel.

With Fuel

Flying velocity increases at a fixed rate per frame, eventually reaching a terminal velocity. When beginning to fly, velocity is built upon your initial velocity rather than being reset - starting your flying from a dead stop is slow, but getting a running start is much faster. Any mechanic that instantaneously increases velocity and ignores momentum can therefore be used to gain a significant speed boost when flying is initiated. These mechanics include:
  • Walking
  • Climbing ladders
  • Phasing position correction

Without Fuel

Moving around without fuel simply consists of jumping and falling. The jumping height and speed curve are fixed, for all intents and purposes. The speed curve starts off quite high but ends very low, so care must be taken to stop the jump as soon as possible, either by landing or attaching to a ladder. A jumping trick called "wiggling" is important in optimizing jumps, with the main mechanic being that your horizontal velocity can instantly be reversed in midair while jumping. The velocity continues to follow the speed curve but simply changes its sign when the direction is reversed. Hitting a wall resets the horizontal velocity to zero, but careful wiggling through narrow passages can maintain the speed curve and allow for quick entry and exit of narrow corridors. Falling off ledges is also an extremely useful fuelless mechanic because terminal velocity is instantly achieved when doing so. Flying is often stopped when approaching ledges simply to take advantage of this mechanic.

RNG

Randomness takes a large role in Jetpack, but is thankfully straightforward to manipulate. Anything that calls for a random number advances the RNG - the phasing animation is randomly chosen, so phasing is used as a simple RNG advancer than doesn't waste any time to execute. The relevant random mechanics in Jetpack include:
  • Powerups. These are extremely rare occurences that can make a serious impact on the time it takes to complete levels. Random fuel drops can turn levels that are intended to be fuelless into a joke, and stunners and invincibility allow you to bypass any enemy or hazard that is blocking a convenient path. Because of the extreme rarity of these powerups and the inability to advance the RNG quickly and accurately enough to cause them to appear, powerups are not manipulated in this TAS. Powerups may still appear by coincidence, and they are picked up if they save time.
  • Teleporters. If there is more than one possible destination, a random pad is chosen from the remaining teleporters of the same color. The destination can be manipulated not only for the player, but for enemies entering teleporters as well.
  • Trackbots. These are the enemies with treads that can climb ladders. At certain floor/ladder intersections, trackbots make a random decision about which path to take based on the player's position. Their behavior is still not fully understood, but their decisions are manipulated when possible.
  • Flitzers. These enemies are blue with a red dot pointing towards their current direction. Every 8 frames, or any time they hit a wall, one of 8 directions is randomly chosen. Flitzers typically take several manipulations to move out of the way due to their low speed.
  • Spinners. These are the spinning blades that move diagonally. At the beginning of each stage, their direction is randomly chosen out of the 4 diagonals. In order to manipulate them, you have to advance the RNG before exiting the previous level.

Advanced Jetpacking

I've covered all the basic mechanics for the purpose of watching this TAS, but for those who are looking for more in-depth information, we have assembled a comprehensive resources page for Jetpack that includes numerous tricks, enemy behavior, velocity and frame data, complete maps of all 100 levels, plus the programs and scripts used in the making of this project. I think I can say without a doubt it's the most complete technical resource for Jetpack on the web. Go here:

Improvements

  • Powerup manipulation. Full control of powerups would be the largest time saver in the run, on the order of a few minutes. Fuel powerups would trivialize "jumping" levels, and invincibility would remove the danger of enemies and hazards.
  • New tricks. As the TAS continued, more and more tricks were discovered for optimizing movement, so there are some slight further optimizations that can be made in early levels.
  • Routes. All the levels in the TAS have multiple ways of completing them, whether it's major route changes or just minor room optimizations. Every level was thoroughly tested, but there may be even better routes available that were overlooked.

Special Thanks

This project was definitely not a solo effort, and here are the major contributors:
  • Nach. He has been a huge driving force, always interested in the progress and always pushing me to do better when the level WIPs had room for improvement. We've had tons of crazy (and fun) routing sessions together, making inane looking route maps and tweaking each other's routes - and the end result has been quite good! He also got the resources page set up and contributed lots to it, including separating Jetpack's map file into individual levels for easy mapping. How's Popcorn, you ask? It's fast. :)
  • Ilari. Without him this TAS would actually have been impossible, since he created JPC-RR in the first place! He also coded the Lua script for Jetpack, which provides some really useful information and was an invaluable resource. Ilari provided a lot of technical support to get the game and sound working properly - in fact, he's actually responsible for all input up until the beginning of the first level. He's always been interested in the run's progress and even released a new version of JPC-RR to make Lua scripts more stable. Big thanks!
  • Svimmer. A major trick finder and resources page contributor. He's always on my case to add new tricks I find to the page, and sometimes I got lax on it, but the project has been better off for his persistence!
  • creaothceann. Created really nice maps of all 100 levels for the resources page. Also uploaded a couple of the WIPs at half-speed.
  • hegyak. Created the level editor view maps of each level, which show false walls. Some levels would be an immense pain without these - just look at level 72!
  • Anyone who posted in the Jetpack thread, talked to me about the run on IRC, or even just watched some of the level WIPs on Youtube. Knowing that there are people out there that are interested in this definitely kept me going.
That's it! Enjoy the TAS, and perhaps look out for a second version at some point...

Nach: Even though I helped a lot early on in this run, much of it still surprised me, and the solutions and entertainment level of many of the later levels was not anticipated. Time and again, this TAS shows off some of the greatest heights in TASing, what with extreme route planning, having just enough fuel, pixel precision maneuvering, luck manipulation, and more.
Watching the run in slow motion, it's clear the run isn't perfect, there are slight mistakes here and there, and some of the tricks are not applied to the earlier levels. Despite that, the run really appears to be quite solid, and to the average person, this is far far beyond ordinary ability.
The responses to this run have for the most part been very positive, and I find this run to be our best TAS for the combination of action + puzzle platformer. Levels like It's not raining rain demonstrate luck manipulation and precision rarely even seen in a TAS. Many of the enemy packed levels are completed with an I control reality attitude which is only seen in our best TASs. Therefore, I am accepting for stars. Accepting.
Ilari: Processing...


Joined: 10/30/2013
Posts: 23
hello, great movie. in the labrinth why go back to the right half 3x?
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
gamer1989 wrote:
hello, great movie. in the labrinth why go back to the right half 3x?
The game has four Labyrinth levels. To which are you referring?
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 10/30/2013
Posts: 23
the novice labyrinth
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Okay, in this one, slamo visits the right half only twice. Not sure where you got three from. In order to complete the right part fully, the blue barrier needs to be deactivated, as it protects the gems at the top of the screen. He visits it one time to flip the greenish switch, which protects the blue switch. After deactivating the blue barrier he then visits the right half a second time and completes it.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 10/30/2013
Posts: 23
the gold part he goes to 3x i see now, the switches. thank you
Joined: 10/30/2013
Posts: 23
im watching slow youtube. why 43?
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
If you mean why is the slow YouTube version at 43% speed, it's because that's exactly 30 frames per second, which is the most amount of frames YouTube can display a second. If you instead had a question about level 43, you'll need to be more specific.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 10/30/2013
Posts: 23
yes the speed. 43 is specific, lol. thank you
Joined: 10/30/2013
Posts: 23
what did you do in level 25? it doesnt look possible. i play this level and keep getting run over, lol. other tas have long author notes for each level. why not this one? some level look very complcated.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
You're right that level 25 is indeed hard. In my opinion, it should've appeared later in the game difficulty-wise. For a regular player, practically anywhere you go, a steel ball randomly appears in your path, or above you, and kills you before you get a chance to realize what just happened. What's happening in this level in the TAS is twofold. 1) The teleporter randomness is being manipulated. The teleporters randomly decide where to send the marbles. However, using the phaser changes the random numbers in use, and will make the teleporters end up teleporting their users elsewhere. Essentially, slamo is controlling all the teleporters, and by extension the path of each marble, and ensures that they're sent on a path which does not interfere with the one he is taking or about to take. This does require quite a bit of planning. 2) When using a teleporter, instead of being immediately transported, our hero is temporarily invincible, yet still in the starting position momentarily, where he is still able to phase bricks and collect gems. So slamo begins teleporting to where he wants to go (again, manipulating the randomness), and while still in the old position, phases bricks and collects gems in the moments before he jumps to the new position. This is done in a very precise manner. Regarding notes, we have a ton on the wiki and a lot of discussion about the game in its thread. Regarding this level in particular (and several others), slamo and I also had long discussions over IRC, so not every insight and how it developed is listed, but enough of the summary should be, in the various aforementioned locations. We also hope to put together some commentary when we get a chance.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 10/30/2013
Posts: 23
thank you for explaining. very complicated. this is a very trick tas. please make comments for each level.
Joined: 1/17/2008
Posts: 133
I really enjoyed this movie. I liked watching it slow and reading the details. I was strongly under the impression that many games on this site have equal or more extensive luck manipulation, or route planning, or coordinated efforts. I wouldn't submit a run for publication myself that I knew did not have a level of care put into it similar to this one. I did love it and I really do wish we can continue to tackle more puzzle-oriented, 50-things-to-consider-every-damn-frame type games. But in many senses this is nothing new or groundbreaking in tasing. But so too is it important for being a DOS game tas. Cool run and great work to all involved. The high standards of TASvideos march on forever.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
DRybes wrote:
50-things-to-consider-every-damn-frame type games
That's the part that is rare. Sure there's a lot of things to consider in various games, but few games have an overload of things to consider at once, which is maintained throughout the run. We do have other games with a ton at once like Lemmings, WarCraft 2, and to a lesser extent, various action adventure games, but it is rare. Another difference, which in fact makes games like this easier in the consideration department is that each level doesn't affect any other (and same with Lemmings and so on). With the other games, many earlier changes will drastically effect the game later. So essentially, games like this allow for a level of micro optimizations rarely found in most games. While other, and generally the big well known games allow for macro optimizations in the things-to-consider department.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder, Skilled player (1113)
Joined: 5/1/2010
Posts: 1217
Nach wrote:
Another difference, which in fact makes games like this easier in the consideration department is that each level doesn't affect any other (and same with Lemmings and so on). With the other games, many earlier changes will drastically effect the game later.
Well, levels mostly don't affect each other, but luck differences do carry over levels. Of course, most of that is moot, given the extent of luck manipulation possible (one can optionally burn one extra RNG per frame).
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Right that was what I was getting at. Essentially there is no long term planning required in Jetpack, it's just extreme short term planning. Most other games, there's both long and short term planning, and the emphasis is generally on the former. It's rare for games where short term planning makes a huge difference, and ends up being the primary focus of all TASing effort.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Skilled player (1738)
Joined: 9/17/2009
Posts: 4980
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Finally watched it. How do people even win this back then? The speed of the enemies are insane. x.x The only gripe I had with this run was the tiny screen; sometimes, when you teleport around, I had to pause the movie just to see where the player is. Otherwise, its nice.