Uh oh! Doraemon's friends (and others, for that matter) have been turned to stone by a Dream Thief, who hides himself in his big spherical world of 7 (really 8) lands! It's up to Doraemon to stop him and return peace to his town!
...But NAAAH, he just wants to see the final boss!
Game objectives
- Emulator used: BizHawk 2.9.1
- Fastest completion time
- Easiest difficulty
What is "Amusement Mode"?
"Amusement Mode" is the easier of the two gamemodes. While the normal gamemode brings you to the game's regular difficulty, Amusement Mode shortens the length of (almost) all of the levels, as well as makes Doraemon immune to enemies.
...But you also can't save Doraemon's friends, as the game will go to the SEGA screen instead of the credits after defeating the final boss.
Tricks
Enemy jumping
If you run on the first few frames you're on an enemy you've shot (shooting regular enemies, excluding the Floaters that first appear in Stage 3), you can run on them before you start falling and grab the enemy. Because you grab the enemy first and then fall, you can initiate a running jump to gain more height than if you were on the ground. This is very useful for strats used in multiple stages throughout.
L+R slowdown
If you press the left and right D-pad buttons together while on the air, you can slow down to a stop much slower than if you held the opposite D-pad button, or even no button at all. This is a contrast to if you press the buttons together while on the ground, where Doraemon's sprite changes to face the left, Doraemon moves to the right and his speed acts normal.
Stage 1
Not much happens in the first stage, it's just Doraemon trying to get to the door as fast as possible, while avoiding the bottomless pits.
Stage 2
Stage 2 includes sliding slopes, which gives you a speed boost mid-air if Doraemon slides on them. These speed-boosts are maximized in places that does not concur a death.
In one section, the four mid-air lifts are timed properly to avoid touching the wall and dying.
Stage 3
Doraemon clips into the ground at the end; this is probably because there's no collision for the ground's side.
Stage 4
Just like in the main (normal difficulty) TAS, Doraemon does an enemy jump to skip a large chunk of waiting around for the elevator section. This enemy jump is much simpler (using only one enemy).
Stage 5
Elevators that move right are stood on as much as possible to move farther than you can usually go with only running speed.
Stage 6
Just like in Stage 5, there are atom replications, with a blue ball resembling the nucleus, as well as the yellow balls resembling protons/neutrons/whatever-you-want-it-to-be. I make Doraemon walk on them when they move to the right to move farther than usual with just running speed.
Stage 7
The first thing I do is jump with only walking speed to get onto the first platform; this is because if you're running at full speed, you hit the wall.
Last Stage
The last stage is just a rocky field carried over from Stage 7 with multiple enemies...
...Perfect for entertainment!
Multiple instances of juggling is used, as well as an oversight where you can still move enemies around after going through the door to the boss.
Stage 1-7 Bosses
You essentially just play rock-paper-scissors with the final boss to defeat them and get their Power Orbs back. No questions.
Musicial Chairs (And Its Sequel)
The final boss battles is just musicial chairs. Unlike the other bosses, though, you control the player! This fact is shown by Doraemon messing around with the bosses (and the now big Dream Thief) like they were toys.
...You can't kill them, though.
Suggested Screenshot
I suggest frame 10526 to be featured.
feos: Claiming for judging.
feos: Level layouts in this mode are completely different (only the main theme is the same), so this can be published as a separate standard branch. Accepting.