Tiger Jenny is a 2014 NES homebrew set 1000 years before the events of the
Ittle Dew series in which the legendary warrior, Jenny Tiger (who eventually meets here demise in the Turnip Wars via a toothbrush incident according to Ittle Dew lore) must adventure through the forest and battle the Lichious Turnip. Unfortunately, the game is not fully complete and likely never will so this epic battle never happens. Nonetheless, this TAS exploits the programming flaws and reaches the the Lichious Turnip in record time.
Game objectives
- Emulator used: BizHawk 2.8
- Aims for fastest time to reach the 'end'
- Takes damage to save time
- Exploits programming errors
Given we can't really get to any credits of sorts, the TAS instead ends at the point where we can't go any further through the game which is the final boss fight room.
The jumping was quite a pain to deal with. Annoyingly, you can't change direction or stop after jumping or start moving after jumping neutrally, not to mention the fact that you can't choose how high or low you get to jump. This leads to some somewhat painful-to-watch moments where Jenny keeps moving forwards into a wall and is still miles from the ground while climbing up hills. Despite this, jumping is useful in moving as quickly as possible after going through loads or turning around. This can't be used everywhere but is as much as possible.
You'll notice that orbs are collected along the way. These upgrade movement speed and the weapon from a simple knife to a ball and chain with increasingly longer range after each upgrade.
Exploits
Damage boosting
Less of an exploit and more of a standard trick: by jumping on an enemy facing the opposite direction by attacking in the opposite direction, the knockback will send us in the desired direction. This is used to cross certain gaps, gain height and just skip over frustratingly placed enemies. We do have to watch our health and it does become a problem towards the end when we need to boost off the flying rotnips which do a huge 1 1/2 hearts of damage so only one boost can be utilised in this chain of rooms.
Entering the next level from anywhere
For some reason, the game only checks if the player has a key in their inventory to allow them to pass to the next level and doesn't check to see if they are standing in front of the locked door that should take them to the next level. This allows us to enter the next stage the second we enter the room with the locked door in it.
Level 2 shortcut to key room
For some other reason, there's no collision on the left side of the door and allows Jenny to enter the screen containing the key room door so the journey there is ever so slightly shorter than if it were played normally.
For the most part, I'm happy with how this turned out, despite the frustrating jumping mechanics. Though it's highly unlikely, it'd be nice to have the devs pick this project back up again and complete it; I'd love to play/TAS what was originally planned, even if some of the major oversights are ironed out. The only thing I'm not happy with is how close to the
RTA wr it is but everything is so tight there ins't much (if any) room for improvement.
ThunderAxe31: Movie file replaced with a 7 frames improvement by me, adding me to the authors list and un-claiming the judgement.
feos: Claiming for judging.
feos: The game ends in a weird way, you enter a room with some character who doesn't move, and you can't interact with it. The game is probably unfinished, and now any official reference to it is gone from
Ludosity and Haku, even though the former still hosts the file. But since it's abandoned, there's actual gameplay in it, and something to complete, it should be fine to have it. The viewers may get confused why you'd just stop in a room, but simply showing the boss (?) would be an arbitrary requirement IMO.
Accepting.