Submission #2502: Kirkq's NES Dragon's Lair in 03:53.60

Nintendo Entertainment System
baseline
(Submitted: Dragon's Lair (Japan).nes JPN)
FCEUX 2.1.0a
14039
60.0988138974405
8774
Unknown
Submitted by Kirkq on 12/21/2009 8:59 AM
Submission Comments
  • Emulator used: <FCEUX 2.1.0 a>
  • Takes Damage to Save Time.
Here’s my contribution of 282 frames to NES Dragon’s Lair. I undertook this run simply because it was the shortest movie on the list of movies to obsolete from 2004. I had never played this game before, and I may never play it again.
Phil’s movie was extremely helpful in keeping me on pace. Every single boss fight was as optimal as I could find. This improvement would not have been possible without the work of Phil and the previous authors.
RoomKirkqPhilNet
Outside:15781578+0
Room 1:34703536-66
Boss 1:38373903+0
Room 2:67766962-186
Boss 2:72667518+0
Room 3:1166811926-6
Boss 3:1207512333+0
Room 4:1403914321-24
Total: -282
Room 1: By manipulating away the snakes, I was able to duck under the spike at ~2700
Room 2: The jump into the burst of air was much more precisely executed. (-48) By waiting before the moving platform section (in the dark area) at an appropriate place, I was able to spawn the second platform to synchronize with the first platform (-138)
Room 3: I lost 9 frames at the beginning of room 3 or I would have died. I either need to get hit by less monsters or throw ~22 less projectiles to have more health. The latter isn’t very feasible. At one point in this room I was up 4-6 more frames than I ended with, I lost them at the final platform. It may be possible to preserve the gain.
Room 4: A slightly different strategy was used at the very end of the room.
Helpful Bytes:
0348: X position
034A: Y position
06DF: Lizard King Counter (when on screen)
0025: Moving Objects: (helpful in room 2)
0686: Moving Objects: (helpful in room 2)

mmbossman: Excellent improvement to a horrible game. Accepting to replace yet another 2004 movie.
Last Edited by Samsara on 8/21/2023 6:11 AM
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