- 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.
Room | Kirkq | Phil | Net |
---|
Outside: | 1578 | 1578 | +0
|
Room 1: | 3470 | 3536 | -66
|
Boss 1: | 3837 | 3903 | +0
|
Room 2: | 6776 | 6962 | -186
|
Boss 2: | 7266 | 7518 | +0
|
Room 3: | 11668 | 11926 | -6
|
Boss 3: | 12075 | 12333 | +0
|
Room 4: | 14039 | 14321 | -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.