Movie Information

Note: The game believes it has digital sound effects on but does not play them all (and some seem to disappear after a while), probably due to emulation errors. Setting the blaster has no effect so that line is left out. I may have screwed up the image file by leaving saves in - send me a message if you need the image!
  • Emulator: JPC-RR r11.8 rc1
  • Aims for fastest time
  • Takes damage to save time
  • Uses death to save time
  • Genre: Platform
Type: HDD
Tracks: 16
Sides: 16
Sectors: 63
Total Sectors: 16128
MD5: 585a6cee9495d721ab1d7d85180b16f6

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Jill of the Jungle is a trilogy that was released in 1992 by Epic MegaGames (now just known as Epic). This run completes the first episode, simply called Jill of the Jungle.

Gameplay

Jill's physics engine is very rigid. There is no fine movement horizontally, as Jill can only move in increments of half a tile. The jump height is fixed at a certain amount, but can be affected slightly by bumping Jill's head on a corner. There are three transformations that each have their own quirks, which will be addressed in the level notes as they appear.
The key to optimizing this run is minimizing the amounts of jumps and landings. Each one of these takes a few frames before Jill can start moving again. A very useful trick to shorten the landing animation is holding down or up when landing - this trick is used extensively and saves about 0.2 seconds every time it's used! Buffering and chaining jumps can also combine landing and jumping to save time.

Level Notes

Level 1 - The Boulders

A pretty straightforward first level. Getting the knife isn't necessary here, as there aren't that many enemies in the way and they can just be tanked.

Level 2 - The Forest

Health is actually a factor here, so the knife is collected and used. The falling stalactites do huge amounts of damage compared to most enemies so contact with them has to be limited. Overall no time is lost from enemy dodging.

Routing options

After level 2 is a non-linear section. Out of levels 3-5, 6, and 7, only two need to be completed to finish the game. Level 7 is the shortest so it comes down to 3-5, which is longer but has less overworld travel, or 6, which is shorter but has more overworld travel. Through testing I've found that level 6 is the superior option, being a full 7 seconds faster overall. I should note that doing all three levels and saving one of the gems until the end of the game to skip level 12 would be faster, but the third gem is automatically consumed when passing the bonus door, regardless of position. Oh well.
BONUS CONTENT: As a part of testing I did a fully optimized run of levels 3-5. Just so it's not lost to the ages, if you'd like to see it, I've uploaded it here: https://www.youtube.com/watch?v=VzIAHPRKKSA

Level 7 - The Forest (again)

It's slightly faster to do level 7 first due to overworld travel. A jump height bonus needs to be collected to move into the second half of the level. The first deathwarp of the run is done here, and is a no-brainer because it puts you right at the start of the second half. The jump to avoid the apple may look like a waste of time, but that apple actually pops up a hint which takes a while to dismiss. Some time is taken in the last section to avoid damage from a stalactite and fall straight down to the exit without stopping.

Level 6 - The Castle

This level has a small skip in the top right section. Normally after going far enough in this area, the wall closes behind you and you're forced to collect an extra key to escape. However, the trigger for this is easily skippable by jumping over a certain tile, and indeed you can just collect the first key and pass over the trigger without even knowing it's there. This skip allows for some routing options, as the "tricky" key can be skipped in favor of the trigger skip key, and indeed it's faster to get the trigger skip key by about 1.5 seconds.

Level 8 - Arg's Dungeon

We finally get to see the blade physics in all their glory. Some quirks: if Jill is close to a breakable block, the blade will despawn after destroying the block(s) in front of her. However, if throwing from a distance, the blade will continue through all the breakable blocks it can until it goes off-screen or hits an enemy. If the blade hits the corner of a block, it could bounce back, which is sometimes useful and sometimes annoying. I've even observed it hitting the corner of a blank tile and having it bounce back.
The routing is very tricky for this level. The path to the exit is cleared right away so that Jill can fall right through after collecting the key. The elevator room has many slightly different routes to take. I tried a few of the more efficient ones and this route was the fastest.

Level 9 - Phoenix Maze

The Phoenix Maze features the first transformation: the bird! It has normal movement horizontally but has strange properties when moving vertically. It follows a certain acceleration curve when falling and flapping which it doesn't deviate from, even if it's hitting a block. An example: flapping right before dropping off a corner will result in staying airborne for a while and then slowly falling down, while not flapping for a long time before dropping will result in the bird falling straight off at terminal velocity. Optimal flying is done by pressing the "flap" button every other frame. The bird also has a flame attack, which is not really necessary here as damage management is not a problem.
There are two major routing options here. The first involves doing two deathwarps, one after collecting the leftmost key and another after collecting the one at the top, and the other just collects the leftmost key and backtracks, still doing the deathwarp near the top key. The one-death route is much faster than I originally thought, being about 5.5 seconds faster than the other.

Level 10 - Knight's Puzzle

Level 10 immediately starts with a useful glitch. If you buffer the jump when gaining control of Jill, you can jump off the starting point, even if you start on air! The right switch is flipped early this way, cutting out a significant backtracking section of the first half. The second half is another breakable block hell with some disappearing platforms. I can't really complain about the platform cycle, it's about the best I could have hoped for.

Level 11 - Dark Forest

Not much to say about this one, it's pretty linear. I should note that they coded this level to take away your keys after dying, so you can't just deathwarp when you reach the far side :(

Level 12 - Underground River

The longest level in the run. A whopping 7 keys need to be collected, 3 as Jill and 4 as a fish. The Jill section features some vine tech that skips a bit of climbing in favor of jumping off and on, which is slightly faster. The last two gems in this section can be done in either order, but doing the waterfall one first is faster by about 2.3 seconds.
We see our second transformation here with the fish. It has many of the same acceleration properties as the bird, but offers more control by using the up and down arrow keys to control vertical movement rather than just flapping. The deathwarp at the end of the section is perfect, collecting the gem and dying on the same frame.

Level 13 - Yet Another Puzzle

This is a strange little level with not many routing options other than slight optimizations. Its main feature is the only frog transformation in the episode. The frog is easily the worst out of the three. It has no attacks and its only advantage is being able to jump up 4 tiles instead of 3. The "hop" and "leap" buttons are scams: they do the exact same thing! It finishes with another bird transformation, which is required to reach the exit. Oh, and birds can fall through platforms I guess.

Level 14 - The Plateau

This is the last real level. Collecting the blade is almost mandatory to speedrun it. It's possible without the blade, but is prohibitively slow due to the hill dense with crabs and an actual wall of birds in the valley. The game is considered beaten when collecting one of the apples under the Epic bonus.
The ending is an autoscroller. Keep in mind that I have the right arrow key held after input ends, and enjoy the surprise ending ;)

Thanks

A lot of the credit goes to the Jill of the Jungle SDA thread, which found many of these tricks long before I made this run.

Suggested screenshot


Nach: This run is shocking to me for two reasons: 1) Music??? My 2x86 didn't have a SoundBLaster, and I haven't look at the game since. 2) The play control is awful, and the game seems like it goes on forever and ever.
Seeing it done so effortlessly, in such a short time, and even intending death makes this a real impressive TAS compared to how real people play this game. Very good feedback. Accepting to moons.
fsvgm777: Publishing.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15585
Location: 127.0.0.1
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
I used to love this game when I was young.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Player (163)
Joined: 10/21/2014
Posts: 62
Location: England
I was a little too young to fully appreciate this game when I played it. I certainly never got very far, although I do remember finding the elevators really amusing and would ride them up and down endlessly. I'm not sure what that says about my state of mind... The horizontal movement and jumps are very finicky in this game, and the times where you manoeuvre between ledges while jumping, to minimise the number of times you have to land, look very neat. Also, the blade was never meant to be used that smoothly :P
Patashu
He/Him
Joined: 10/2/2005
Posts: 4043
Nice! Do you plan on TASing more DOS games?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Pokota
He/Him
Joined: 2/5/2014
Posts: 779
FYI: I got content ID Matches on Stage 6, Stage 7, Stage 8, and Stage 11. Apparently the Audiam label holds some music rights for Dan Froelich's compositions for the series. None are severe enough for a copyright strike, but the content id match is there.
Adventures in Lua When did I get a vest?
Joined: 4/3/2005
Posts: 575
Location: Spain
I had never seen this game, but is crazier than the movie and the saturday morning cartoon.
No.
Reviewer, Expert player (2435)
Joined: 5/21/2013
Posts: 414
Patashu wrote:
Nice! Do you plan on TASing more DOS games?
I'd like to, yeah. It'll depend on whether they work or not in JPC though, some games I've tried to work on have major issues.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
Well, that was certainly fast. The movement was clunky, but that's just how the game engine is. I like the use of deaths too. Voting Yes!
slamo wrote:
Patashu wrote:
Nice! Do you plan on TASing more DOS games?
I'd like to, yeah.
How about Commander Keen: Episode 3? It's the last Keen game to be TASed, and the final time would be under two minutes. There's also Fallout 1, which would be longer but looks kind of fun to run and optimize.
fsvgm777
She/Her
Senior Publisher, Player (226)
Joined: 5/28/2009
Posts: 1214
Location: Luxembourg
I can safely confirm the run syncs just fine with a clean image (that is, without any save files, so without jn1save.0 and jn1savem.0). Its checksum is 7d0fb2bf206640d3db48973881a3e295 and contains all the files in the submission comments, bar the two files mentioned above. Here's the slightly edited movie file. (using the checksum of the HDD image mentioned above)
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4043
slamo wrote:
Patashu wrote:
Nice! Do you plan on TASing more DOS games?
I'd like to, yeah. It'll depend on whether they work or not in JPC though, some games I've tried to work on have major issues.
Does Duke Nukem 2 work? It has simple physics and a fun way to do sequence breaks with the flamethrower so should be easy to route.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Reviewer, Expert player (2435)
Joined: 5/21/2013
Posts: 414
CoolKirby wrote:
How about Commander Keen: Episode 3? It's the last Keen game to be TASed, and the final time would be under two minutes. There's also Fallout 1, which would be longer but looks kind of fun to run and optimize.
I was thinking about getting Keen 3 out of the way, yeah. I never considered Fallout, I might have to look into that sometime...
fsvgm777 wrote:
I can safely confirm the run syncs just fine with a clean image (that is, without any save files, so without jn1save.0 and jn1savem.0). Its checksum is 7d0fb2bf206640d3db48973881a3e295 and contains all the files in the submission comments, bar the two files mentioned above. Here's the slightly edited movie file. (using the checksum of the HDD image mentioned above)
Ahh, good, I knew it was possible to swap in a different image but wasn't sure of all the steps. This should replace the current submission file.
Patashu wrote:
Does Duke Nukem 2 work? It has simple physics and a fun way to do sequence breaks with the flamethrower so should be easy to route.
IIRC Ilari has gotten it working. I saw Bonesaw running it at a GDQ a while back, another good game to consider.
fsvgm777
She/Her
Senior Publisher, Player (226)
Joined: 5/28/2009
Posts: 1214
Location: Luxembourg
By the way: I have dumped the run, and can confirm that some sound effects are missing and outright don't play at all after a certain point. I've checked in DOSBox and the sound effects play fine there, so it could be an emulation issue. Aside from that, the run was pretty well made, so I'm going to vote yes.
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
Awesome. This was one of my childhood favorites. Quick question: On Level 11 (at 4:02) you jump off a ledge to tag the EPIC bonus and avoid a ball rolling back and forth. Wouldn't dropping off the ledge and taking damage from the ball be faster?
Reviewer, Expert player (2435)
Joined: 5/21/2013
Posts: 414
kooz wrote:
Awesome. This was one of my childhood favorites. Quick question: On Level 11 (at 4:02) you jump off a ledge to tag the EPIC bonus and avoid a ball rolling back and forth. Wouldn't dropping off the ledge and taking damage from the ball be faster?
Jumping that distance allows me to chain another jump to get over the next ledge. Instead of landing and jumping at separate times, chaining it combines the animation into something shorter to save a few frames. Falling off a ledge also uses an animation so there's no advantage doing it.
Joined: 2/7/2012
Posts: 15
I recall the audio in this game being finicky in general. Though it's been long enough that details are hazy, either sound effects or music (I can't remember which) would not play or vanish after a while. So I suspect the issues are with the game itself and not jpcrr.
Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
slamo wrote:
Jumping that distance allows me to chain another jump to get over the next ledge. Instead of landing and jumping at separate times, chaining it combines the animation into something shorter to save a few frames. Falling off a ledge also uses an animation so there's no advantage doing it.
Cool. I had a feeling there was a good reason for that. Definite yes vote from me either way! =)
Joined: 10/14/2013
Posts: 335
Location: Australia
Definite yes vote, I've been waiting for this or Xargon for so long. For a game with awkward moment, this TAS was great.
I'm not as active as I once was, but I can be reached here if I should be needed.
Joined: 1/13/2007
Posts: 343
Yeah the game is pretty finicky, and has been known to outright crash on real hardware. so i wouldn't fault the emulation.
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
Having watched some other videos of this game, I think that maybe it's for the best that the sound effects didn't survive.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Former player
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
Ferret Warlord wrote:
Having watched some other videos of this game, I think that maybe it's for the best that the sound effects didn't survive.
No kidding. I remember always playing with them turned off. Hell, the game itself refers to the sound effects as "NOISE" most of the time.
Editor, Expert player (2098)
Joined: 8/25/2013
Posts: 1200
Weird game. Entertaining enough, so Yes vote.
effort on the first draft means less effort on any draft thereafter - some loser
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15585
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. ---- [2796] DOS Jill of the Jungle: Volume I - Jill of the Jungle by slamo in 06:40.85
Joined: 11/20/2004
Posts: 236
Location: United States
So... did anyone else notice that this run was done using the older shareware version of this volume? You can tell because the CMF engine doesn't play certain songs (like SEVEN.CMF during the ending) right and the liquids (water, lava) don't animate at all. Just tossing that out there.
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
Pokota
He/Him
Joined: 2/5/2014
Posts: 779
Once the Jill games become available for purchase, I'd love to donate a set to the TAS community. I've got all three of the games but don't have the patience to set up JPC-rr at all, let alone three different times. Plus I kinda want to focus on what I've already started.
Adventures in Lua When did I get a vest?
Joined: 10/14/2013
Posts: 335
Location: Australia
Here are some extra encodes of this run. Higher resolutions are based on the game's native resolution and are scaled at 2x: Direct Downloads: 10bit444 MKV: 480p, 960p Compatibility MP4: 480p, 960p Torrents: 10bit444 MKV: 480p, 960p Compatibility MP4: 480p, 960p To download the direct download links, you may have to right click on the link and select "save link as" (this option may be named differently depending on your web browser).
I'm not as active as I once was, but I can be reached here if I should be needed.