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Routing spreadsheet!

Jumper 3 is a game that really hasn't gotten any attention from the speedrun community, and that kind of surprises me. It's a game that's clearly geared towards time attacks, and there's a lot of room for small optimizations and routing. So this thread is going to have my research on the game, and hopefully I can get the ball rolling on speedruns.

Here's a bad run of the game I did with my inital route:


Useful info for speedrunning:

Ogmo types
Red and pink Ogmo are by far the most useful forms in the game. Red Ogmo has the fastest movement speed and has a lot of useful jumping abilities, but Pink Ogmo's ability to float makes a surprising number of levels completely trivial. Yellow Ogmo is also needed for a few levels.

Green and Blue Ogmo are completely unnecessary outside of the levels they are introduced in, and are really not useful at all.

Skipping levels
You can spend coins you collected in the previous levels to skip any level you want. In the test run I did, I skipped two levels in world 4 because they are some of the longest levels in the game. I also skipped the level where blue Ogmo is introduced because the cutscene when you unlock a character is pretty long, and I skipped the level after that because it requires blue Ogmo and I didn't unlock him.

You can't skip any levels until you unlock at least one Ogmo because the button to skip a level is on the character select screen, which doesn't appear until you've unlocked some characters. Because of this, you cannot skip Green Ogmo.

Coin routing
To skip levels, you have to spend a certain number of coins. The number of coins changes depending on which world you're in:
--World 1: 3 coins
--World 2: 6 coins
--World 3: 9 coins
--World 4: 12 coins
--World 5: 15 coins

Glitches
--Input during cutscene: I accidentally found this during my test run. When the cutscene for unlocking a character plays, there is a brief period in the middle of the cutscene (right after Ogmo jumps out of the cloud) where you can control Ogmo. This lets you get a headstart on whatever you have to do after the cutscene.


Techniques
--Short spring jumping: When you double jump after bouncing off of a spring, your speed from the spring is replaced with the speed you get from doing a double jump. By doing a double jump quickly after hitting a spring, you can do a shorter bounce off of the spring, allowing you to land on the next spring sooner.



So yeah, that's what I've got for now. I will do some more runs and experiment with routes and stuff. I would love it if some people helped me! Cheesy
Thread title:  
I just created a Google sheet that will hopefully help with the coin routing process. It has information on times for levels and the number of coins you collect in them, and it lets you add or subtract coin amounts so you can see how many coins you will be left with after skipping certain levels.