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Released in April 1993, Panic on Funkotron is the sequel to the critically acclaimed ToeJam & Earl. The game takes place immediately following its predecessor; after repairing their spaceship, our titular heroes return to their home planet of Funkotron only to discover that they unknowingly brought with them a number of earthling stowaways. Gameplay has changed from the original, now favoring a more traditional side-scrolling/platformer method of traversing the world, while still featuring a coop mode, hundreds of hidden secrets, and a funk-filled soundtrack.

 

Note: The difference between ToeJam and Earl isn't significant enough to warrant separate categories.

Best time: 1:30:06 by Wes 'Arrow' Fathauer on 2006-03-20, done in 8 segments.

Author's comments:

Greetings. This was supposed to be my second speed run, but I ended up being convinced to do a few individual level runs for We Love Katamari while working on this. I guess it's my second and a half run? Well, it's my second full game run, at any rate. ToeJam & Earl in Panic on Funkotron is the sequel to the generally more popular ToeJam & Earl. I'm a fan of the first game, but I enjoyed the sequel a lot more. As such, it's the one I'm more familiar with, so that's why I'm running it. I'm sure there are people out there better suited to running the first game than I would be. Anyway, TJ&E2 is one of my favorite games on the Genesis... it's loaded with secrets, packed with humorous dialogue (which you don't really get to see in the run), and it has a totally funkified soundtrack.

Let me get this out of the way from the start: TJ&E2 is a hard game to speed run. While it's certainly more suited for running than the original, it's simply not a game that was designed with fast playing in mind. The focus of the game is exploration, having to search massive levels for the Earthlings and occasionally finding secrets along the way. The number of secrets in this game is astounding. I'm not just talking about the hundreds of presents hidden in trees, bushes, behind walls, and in secret rooms. I'm talking about thousands of invisible "Funktivate Spots" that can only be seen by using Funk Scans. As far as I know, there is no complete database listing every single secret in the game. Such a record would be an enormous undertaking to create. As it is, I am probably now the best candidate in the world to create such a list, as I literally spent hours shaking every plant and Funk Scanning every area in the game >_< It should come as no surprise that I spent far more time planning out my routes and memorizing the locations of Earthlings and presents than actually playing. If nothing else, I am extremely proud of the level routes you'll see here, and I am almost 100% confident they are the fastest paths (without death abuse). Some brief (yeah right) comments before I get into the actual run:

Characters: You can play as ToeJam or Earl. In the other games in the series, there are notable differences between the characters' abilities, but not so in Panic on Funkotron. I did extensive research comparing their speed, jumping height, health, jar throwing, etc. and found no differences. The only difference I've noticed is that Earl can push rocks faster. It seems strange that Earl would have an advantage over TJ, and not vice versa... unless they count the fact that TJ is shorter as an advantage. Smaller target? Anyway, this worked out fine for me, because Earl is my personal favorite.

Presents: The majority of presents in the game either contain Funk, Coins, or points. Points are completely useless, of course. There are a few spots where I need Coins for parking meters, or Funk for doing Funk Moves through walls, but not enough to justify actively seeking out presents containing them. As a side note, I never have to use Funk Scans either, since I already know exactly which trees to shake, where to jump for Funktivate Spots, and the locations of invisible doors. The only presents worth going after are the rarer ones that contain items, descriptions of which follow.

Super Jars (SJs): SJs allow you to capture any Earthling in one hit. Obviously, this is invaluable as it eliminates the Earthlings' chances to run away, fight back, or generally be random. I go after every SJ present that I can, as the time saved almost always makes up for the time spent getting them. Only the most out of the way SJ presents are ignored. Each present grants you 1-4 SJs randomly. Ideally, every present should give me 3 or 4 for the best results, but this is simply an unrealistic goal for a run like this. I didn't waste time resetting due to bad luck with SJ presents, though it's something you would want to consider if you attempted to break my record.

FunkVacs: The second most important item in my run. Extremely useful since it jars ALL Earthlings on screen, but somewhat of a double-edged sword where speed running is concerned since it makes you immobile for over 10 seconds. Add to this the fact that it's somewhat rare (at least in my run where I don't waste time on things like Hyper Funk Zones) and it results in the need to conserve these for instances in which they will be most efficient (catching many Earthlings at once that would take longer to catch individually or to catch groups of Earthings that are too risky to fight head on).

Panic Buttons: Panic Buttons are extremely poor tools for catching Earthlings, but they have three bonus benefits that make them useful to my run nonetheless. First and most obviously: The speed boost. Running speed is dramatically increased which allows me to cross long distances much faster (when I don't have to worry about Earthlings). Additionally, the speed boost can be extended beyond the amount of time the Panic Button is in effect by jumping right before it ends; your momentum will continue until you land. Second: Invincibility. This factor mainly applies to Underfunk areas where you can run through the fire unscathed. Third: Allows instant maximum height on bouncy fungus. This factor only comes into play a couple times during my run, but it's still a good shortcut.

Swimming: You have a limited amount of time before you run out of breath in underwater areas. Purple fish are usually scattered about to replenish your air supply, but using them takes time. Most of the game's underwater areas can easily be completed without using the air fish, so I avoid them where possible.

Hyper Funk Zones (HFZs), Jam Sessions, Fungus Olympics: Sucks, and will not be seen in this run. Basically, they all take away too much time from my run to be worth it. Jam Sessions only reward you with Funk, Fungus Olympics... I think the best thing you get is SJs. Now HFZs have a lot of good items to reward you with, and one especially intriguing bonus: if you're able to complete all three levels of the HFZ, you get unlimited SJs. This is *extremely* difficult to achieve, even in a segmented run. And I don't think the payoff would be worth the amount of time it takes. It's possible I'm wrong about this, but I figured it would be a lot simpler to just skip all of these optional features and be consistent.

Death abuse: I am fairly certain this game can be completed slightly faster with death abuse. Death in this game sends you back to the beginning of the level, or the most recent waypoint flag you passed. There are a number of levels where you must enter a remote area to catch a few Earthlings, and then return to where you came from. In this case, it would very likely be faster to shake a booby-trapped tree/bush to kill yourself and warp back to the last waypoint. The best example of a place where this would work is Level 15. I decided that to simplify my route planning (which is already difficult enough), and to make for a more impressive run, I would play the game with no deaths. But if anyone is considering their own run, it's something to think about.

Earthlings: The most random factor of the run. Earthlings can potentially add a lot of time to each segment depending on how cooperative they are. 95% of my failed attempts were due to Earthlings not doing what I want them to do. Some of their favorite hobbies include running away, rehiding themselves, breaking free of jars before I pick them up, getting jarred inside walls, magically teleporting, going trigger happy, and, of course, killing me. I'll give more comments on some of the specific Earthlings later.

Other miscellanous time-savers: Walking is generally the fastest way to travel, except when going uphill. Jumping slows you down a small amount, so it's good to avoid doing it too much... again, except when going uphill (jumping is the best climbing method). There is a short animation for picking up jars which can be avoided by jumping on/into the jar. I try to do this as much as possible, but sometimes it's difficult depending on where the jar lands and if there are other Earthlings I have to worry about at the same time.

My level comments, as usual, are extremely lengthy. Let's get on with it.

And that's that. Enjoy the ridiculously short ending where I give the Funkapotomus a big "screw you" before busting a proverbial move or two. Quite a nice change compared to Dynamite Headdy's 20 minute ending, isn't it? My completion time is certainly improvable by a few minutes, but is entirely dependant on having better luck against Earthlings and with SJ presents. The Earthlings in particular present an extremely high degree of randomness. No matter how skilled the player is, there's not a lot you can do if the AI simply refuses to cooperate. Patience is what's needed more than anything. Getting perfect fights in every level is nigh impossible, even in a segmented run, so all you can do is keep retrying over and over until you get lucky. Other time-savers: the secret room on Level 7 can be skipped, and it might be faster to skip Trixie on Level 3. I would also try to look for more places to use Panic Buttons, since I spend far too much of the game with a full supply. Either that, or don't waste time picking up as many. Lastly, don't bother going out of the way for ANY Funk or Coins... you won't need them. To anyone that may be considering breaking my record, I wish you much luck. Maybe it will be easier since I've already done the hard part of figuring out the best routes =P I will very likely attempt to break this record myself in the future. Equipped with a better understanding of the game's physics and predicting Earthling behavior, I know I can make a much cleaner (and faster) run. A 100% or SS run aren't out of the question either, but in all cases, I'd like to run some other games before I return to this one again.

Thanks to Rad Radix for hosting my gig, Gnarly Nate for bringing the funk, Mike "the Man" Uyama for hooking me up, and all the phat forum homeboys and girls for keeping the rhythm, especially DJ InsipidMuckyWater. Secret Bonus Point to Iwillruleyou for his happenin' FAQ (found on gamefaqs.com).

As always, the moral of the story is: You should never let Earl drive.

May the Funk be with you.

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