This is not a good effect since it delays when we can initiate the next crouch. There are a lot of surfaces in the game where jumping onto them locks Jim into the jumping animation for a short period of time. We then jump onto a small lip on the elevator frame. As such, the fastest way of moving horizontally in EJ3D is rolling and short hopping (1-frame-A jumping) to maximise these jump boosts. Jumping out of a max-speed roll (~0.7 units/frame) gives a 43% initial boost in speed before the speed tends towards 0.7 again. The Climb Next, we head back to the elevator. This persists until Jim comes out of the elevator doors in the intro.Īfter selecting Jibber Jabber as the language (the language chosen does temporarily affect the file icon), we start the file and go through a whole heap of cutscene that takes us to 33s on our TAS timer. The only one which persists is holding Z to pull out Jim’s Blaster. A would make the character start jumping, albeit freeze it very shortly after). The interesting fact about this is that it plays out the action even though you’re cancelling a cutscene (eg. Intro Upon booting up the game and cancelling the intro musical cutscene, we can auto-cancel the title demo with any button. ![]() However, this route seeks to get there somehow… Whilst this is certainly out of reach in normal gameplay, and certainly would not be something you would stumble upon randomly during gameplay. The credits trigger is a trigger zone 97.7 units off the ground, which is around 4x the height of a super-jump and twirl combo. This is the case with the credits trigger. However, unlike a fair amount of games, sometimes there is a random trigger just floating in the air. Like in most games, triggers in EJ3D are used to define when moments in games are meant to occur, such as cutscene triggers or loading zones. ![]() The Credits Trigger (AKA Hey, lets just “L to Levitate” randomly whilst glitch hunting and hey oh wait, there’s the credits.) This all might seem trivial, but it is all crucial to why this run works The twirl/hover move assists with some of this, allowing Jim to gain 0.042 vertical units per frame for 22 frames, and allowing the ability to travel further, extending the range of how far you can go. Instead of going through walls, the way of going out of bounds in this game is jumping over walls, so optimising the height you gain is critical for some sequence breaks to work. Whilst this is an intended move, the developers did not consider how high you can get with this move when protecting the player from going out of bounds or accessing areas early. Superjump A standard move in the game which is activated when you crouch and then press A with a neutral stick. It takes 5 frames to clear a textbox, so Jibber Jabber saves 60 frames over the next fastest languages, Italian and Spanish (The introduction with Jim in the hospital is always 6 textboxes regardless of language) Either through laziness or to not stretch jokes on for too long, the textbox count with Jibber-Jabber is significantly reduced. The European releases of games often have a language select feature built in to accommodate the most common languages in Europe, (English, French, German, Spanish and Italian for EJ3D), however the developers added an additional “nonsense-language” called Jibber-Jabber. ![]() However, Earthworm Jim 3D (EJ3D) benefits quite a lot from using the PAL version for Any%. ![]() It is standard for most pre-2010 games to be speedrun/TAS’d on an NTSC version due to the increased framerate.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |