Post subject: Dangerous Dave
Emulator Coder, Skilled player (1141)
Joined: 5/1/2010
Posts: 1217
I did a quick TAS of this game: Link to video Time: 6:38.035 (ingame time, for comparing to realtime runs, is about 6:35.3) Note: This game uses PC Speaker, so the sound effects are just bad (and loud!) and there is no music (that's why the 7:10 speedrun replaced soundtrack with some music)...
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Like I said on IRC I'm really glad to see this run :) Even if it's a really short game, it's pretty famous and I'm sure people will like it. You should submit the run to the site too.
Player (192)
Joined: 10/23/2010
Posts: 49
Location: Australia
Great to see this being done. The only feedback I can give is maybe manipulate level 10 more as the first enemy should have been shot earlier (looks like it). Love how you abused the fire in level 10, that was awesome.
Joined: 3/11/2008
Posts: 583
Location: USA
Hmm, looked ok. I haven't played the game. Nagging feeling that it's improvable but I'd need to watch again to see where I'm thinking.
Emulator Coder, Skilled player (1141)
Joined: 5/1/2010
Posts: 1217
IsraeliRD wrote:
The only feedback I can give is maybe manipulate level 10 more as the first enemy should have been shot earlier (looks like it).
That would work for that enemy (43 frame saving). I haven't checked out how many frames would be lost due to timer differences in rest of the stage (the enemies seem to work on level-global timer)... (edit: no frames would be lost) Edit: I also figured out another even bigger improvement in level 10 (60 frames from that, for 103 frames total): Bump your head when doing the jump down between the two fires to cut the jump short). Edit #2: I also discovered that horizontal motion on those wines is fast (jetpack, jumping) as opposed to slow (walking) allowing saving fuel for elsewhere. This saved 34 more frames for total 137 frames of improvement (final time of 6:36.079). Edit #3: I redid parts of level 3 (1 frame improvement, better positioning of Dave using up-when-falling trick) and 4 (73 frames improvement by better fuel management and improved route (taking the upper branch after the monster on second time one is there)). Edit #4: Redoing level 5 (jumping bit earlier for jetpack and using jetpack instead of hopping (there isn't enough fuel to go all the way)) saved 17 frames. Edit #5: Improved level 6 by 2 frames (improved fuel management, any more fuel use and there isn't enough to reach the door. Now 93 frames ahead old WIP at end of level 6. Edit #6: Improved level 7 by 1 frame (more optimal point to cut off the jetpack and start the jump up the tree). 94 frames ahead. Edit #7: No improvements found in stages 8, 9 and 10. Thus, the improvement to last WIP is 94 frames (for total of 231 frames, 3.296s from posted WIP). The final time is 6:34.739 (ingame time of about 6:32). I also have another (glitched) route to try in level 6, no idea if it is faster or slower than the current one... (edit: there's no way it can be faster)
Player (136)
Joined: 9/18/2007
Posts: 389
1) The sound effects of this game are absolutely terrible. 2) There is no music. 3) The very last part of level 9 looks quite "wrong", as if you could improve it by 2 seconds or more. In my opinion, 1+2 qualify for bad game choice. The technical quality of the TAS was quite good.
Emulator Coder, Skilled player (1141)
Joined: 5/1/2010
Posts: 1217
partyboy1a wrote:
3) The very last part of level 9 looks quite "wrong", as if you could improve it by 2 seconds or more.
Not hopping on that one block but instead taking the long way? That's because that one block is a trap (one has to look very closely to see it). IIRC, video shows me hopping through that block, no normal block would allow that.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
partyboy1a wrote:
In my opinion, 1+2 qualify for bad game choice.
I think Dangerous Dave is kind of a famous game, I'm willing to bet that a lot of people who had a 286 will have played it. :)
Skilled player (1637)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Why does this game use the exact same sounds as Crystal Caves?
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
NitroGenesis
He/Him
Editor, Experienced player (551)
Joined: 12/24/2009
Posts: 1873
Here I am being bored, this movie's sound stunk, and it was annoying to watch that stupid GREAT JOB TWO MORE LEVELS or whatnot. So I ripped the video, added music, and deleted those idiotic GREAT JOB TWO MORE LEVELS thingies. Score! Link to video Sorry about the bleh quality.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Player (192)
Joined: 10/23/2010
Posts: 49
Location: Australia
Great improvements, Ilari, can't wait to see you submitting the run.
Player (136)
Joined: 9/18/2007
Posts: 389
Ilari wrote:
Not hopping on that one block but instead taking the long way [in the very last part of level 9]? That's because that one block is a trap (one has to look very closely to see it). IIRC, video shows me hopping through that block, no normal block would allow that.
OK, I couldn't see that even when watching again... It should be noted when you submit this run. -- I liked the movie with the added soundtrack a lot more than the original. It might be possible to publish it together with the "official" video, since something similar was done for [1616] N64 The Legend of Zelda: Ocarina of Time by Bloobiebla in 56:54.20