Submission Text Full Submission Page
  • Emulator Used: Bizhawk 2.10.0
  • Genre: platforming
This is one of the computer ports on Donkey Kong released in 1983, containing all 4 stages from the original Arcade version.
The second difficulty level on the title screen (Loop 3) is chosen so that all 4 unique levels can be played without repetition. This is somewhat similar to the situation in [3887] C64 Donkey Kong (Atarisoft) by DrD2k9 in 01:47.81.
The controls of this game are known to be buggy on the Virtu core of BizHawk, but it ends up being manageable in a TAS. A few things to note:
  • As a game that predates keyboards with Caps Lock, all alphabet keys require Caps Lock to be on to take effect, specifically for difficulty selection on the title screen and climbing ladders (A and Z). Interestingly, the opposite is true for number keys, specifically for starting the game by choosing the number of players.
  • As mentioned in the link above, MarioJumpman auto-walks left at the start unless Up is pressed under current emulation. This is done instantly so it's not visible here. :D
  • Possibly due to emulation too, MarioJumpman does not stop moving once started, be it walking or climbing, unless a different action is initiated. Trying to climb ladder when there isn't one can force a stop when needed. Additionally, Left, Right, and Jump presses are stored while climbing a ladder so that the actions would be done immediately at the end of ladder; this helped ending the input sooner, at the start of the last ladder.

Darkman425: Claiming for judging.
Darkman425: I checked the manual for this game and he's actually called Mario in this port.
I had concerns about the barrel RNG and if it could be manipulated. The author responded to my question by saying that delaying the start of the game and changing in-game inputs didn't affect the barrel RNG at all. I have verified that to be the case from my testing as well. Another possible factor that I tested was changing the starting real-time clock date in the sync settings for the TAS, and it didn't affect a single thing as the first level synced perfectly with the same inputs but different date. Thus it doesn't look like doing any RNG manipulation for faster movement is possible with the knowledge currently known. As for everything else, the gameplay looks well optimized, so nice work on that!
Accepting to Standard.

despoa: Processing...


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15836
Location: 127.0.0.1
This topic is for the purpose of discussing #9505: Fortranm's AppleII Donkey Kong in 01:51.45
PLANET
He/Him
Joined: 1/3/2018
Posts: 75
These are some insane jumps at level 3! And that barrel avoid at level 2 is crazy stuff as well. Entertaining :D Alas, Mario is definitely the depressed Mario here at the title screen : (
Darkman425
He/They
Editor, Judge, Skilled player (1337)
Joined: 9/19/2021
Posts: 289
Location: Texas
So is there no way to manipulate which ladders the barrels roll down in the girders stage? If that were possible then there'd be no need to go up and down the ladders while waiting on barrels to roll by.
Switch friend code: SW-2632-3851-3712
Fortranm
He/Him
Editor, Experienced player (884)
Joined: 10/19/2013
Posts: 1127
Darkman425 wrote:
So is there no way to manipulate which ladders the barrels roll down in the girders stage? If that were possible then there'd be no need to go up and down the ladders while waiting on barrels to roll by.
It seems there is no way to manipulate the movements of barrels either by delaying the start of the level or during the level itself.

1739995719