(Link to video)
The DONG expands even more on the Atari. 2600 times more.

Game objectives

  • Emulator used: BizHawk 1.11.1
  • Expands dong
  • Uses legendary sound effects
  • Expands even more dong

Comments

This is Donkey Kong on Atari 2600, before Nintendo got into NESes, Wii Us and AngryJoes. Conparing it to any other version, it only has 2 levels, and then it loops. A bunch of the strats used on the NES, Arcade or SNES ports don't work here, so I'm left with not much. This port is recognized very well for it's sound effects, that are used in a bunch and bunch of cartoons since the old days and sometimes still used up to this day. Also, the levels have a few changes in it's layout and enemy placement. And also DK looks like a gingerbread man.
This is my first time using BizHawk's TAS Studio, so this game was like a practice of that until I got around it and made a proper TAS.

Stage by stage comments

25m

I had to wait for the barrels to move so I could advance and not die, unlike other ports, this stage is smaller, and thus skipping them is not possible as far my knowledge goes.

100m..?

Yep, from 25m to 100m in a breeze. Unlike the other ports, the flame guys spawn instantly when the stage starts, meaning the route changes significantly and avoiding them is a must.

More DONG

Suggested Screenshot

lel idk how atari screenshots work

Special Thanks

  • TO Weegeechan for his improvements
  • To Nintendo for letting Atari port this, and also for making that 30 year old plumber... :)
  • To Donkey Kong for his gingerbread DONG and for being the best waifu ever (aside from that Nui girl obviously).
  • To BizHawk for not crashing on me while using TAS Studio... unlike last time.
  • You 4 watching lol.

ars4326: Updated movie file. Previous time: 00:38.88 (2330 frames). Current time: 00:37.91 (2272 frames).
ars4326: Updated movie file. Previous time: 00:37.91 (2272 frames). Current time: 00:37.75 (2262 frames).
ars4326: Judging!
ars4326: Hello again, dekutony and Weegeechan. Good job on you guys collaborating together and getting the time down further! The added x-pos/RNG manipulations really made a difference in shaving that extra second off. Good nostalgia, all in all!
Accepting for publication to the Vault!
fsvgm777: Processing.

TASVideoAgent
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This topic is for the purpose of discussing #4842: dekutony & Weegeechan's A2600 Donkey Kong in 00:37.75
Joined: 4/18/2015
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Lol, this port is hilariously bad. I also didn't realize that the generic game sound effects came from this. I guess you learn something new everyday! I got curious and tried to find some improvements to this and managed to beat this about a second faster. Link to video User movie #25516324849264684 The barrels RNG can actually be manipulated by changing Mario's X position. So that way I was able to end 25m a bit quicker. I then ended up getting better RNG on the enemies movement patterns on 100m and this ended up being where most of the time saving came from. It seems a sub 37 seconds is impossible but I'm guessing 100m could be manipulated even better by testing out more end frames in 25m. So I hope you can improve your own movie! :)
ars4326
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@ Kurabu and Weegeechan, I have a two part question here: Would Kurabu like to include Weegeechan's improvement to this original submission? Also, would you two like to possibly co-author on this, and look for more improvements (being as this is a very short game)?
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
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I'll do it if he wants to as well. ; )
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Joined: 4/18/2015
Posts: 168
Location: Canada
I actually wasn't planning on spending too much time with this game, but if you really did want to do a dual-authorship you could always just start looking for improvements with the movie I posted! :) Then that way you won't have to start over or edit your previous movie. Then if you find improvements, I can then too try to improve it and we can go back and forth like that until we can no longer find anything. How does that sound?
Experienced player (670)
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http://tasvideos.org/userfiles/info/25532898594948840 I tried to improve a single frame, but couldn't. I tried looking for more optimal manipulation with my own inputs, and I ended at the same frame. What a weird game lel. Don't mind adding Weegeechan as the main author now... great job! :D
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Joined: 4/18/2015
Posts: 168
Location: Canada
Kurabupengin wrote:
http://tasvideos.org/userfiles/info/25532898594948840 I tried to improve a single frame, but couldn't. I tried looking for more optimal manipulation with my own inputs, and I ended at the same frame. What a weird game lel. Don't mind adding Weegeechan as the main author now... great job! :D
Oh haha :P You could honestly just submit your attempted improvement. Then that way you can at least remain the author still since you went to the trouble of changing your movie
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Weegeechan15 wrote:
Oh haha :P You could honestly just submit your attempted improvement. Then that way you can at least remain the author still since you went to the trouble of changing your movie
No worries! I think it's fair for the both of us to add you as a co-author. Can somebody please replace the movie file with the one I provided?
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Joined: 4/18/2015
Posts: 168
Location: Canada
Kurabupengin wrote:
Weegeechan15 wrote:
Oh haha :P You could honestly just submit your attempted improvement. Then that way you can at least remain the author still since you went to the trouble of changing your movie
No worries! I think it's fair for the both of us to add you as a co-author. Can somebody please replace the movie file with the one I provided?
Alright! Sounds good to me! :) I'm happy to have helped.
Joined: 4/18/2015
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So, I actually managed to improve this by 10 frames. I delayed starting 100m to manipulate the enemies then delayed when I started moving Mario to manipulate them even further. If you check out the movie file, you'll notice I jump randomly at some points in 100m but it was also to manipulate enemies movement patterns to prevent them from going towards Mario. So all together this got even better RNG than before and I managed to save 10 frames in the end. I have no idea if this can be manipulated even better but I wouldn't doubt it. But for now, this will probably be the final version of the movie: User movie #25534579618472344
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yay more improvements... hum... can somebody please replace the file again please?
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Joined: 3/3/2010
Posts: 87
Weegeechan15 wrote:
I also didn't realize that the generic game sound effects came from this. I guess you learn something new everyday!
Many of the generic video game sounds are either from this or the 2600 port of Pac Man. Unless they're filming in an actual arcade, in which case the sounds are usually from the relevant games present in the arcade, or were recorded from the machines in arcades back in their prime. As for the run itself, pretty straightforward. I've played this port more than any of the other versions, so it's quite nostalgic for me, but there's only so much entertainment to be gained from two screens. Clearly vault worthy, but that's almost a given with Atari 2600 TASes that do get published.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2959] A2600 Donkey Kong by dekutony, Weegeechan in 00:37.75