Submission #9236: Spikestuff's GBC Dragon's Lair in 07:56.53

Game Boy Color
baseline
(Submitted: Dragon's Lair (USA, Europe) (En,Ja,Fr,De,Es,Zh).gbc USA, Europe)
BizHawk 2.9.1
28472 (cycle count 999350773)
59.74890234462249
1513
PowerOn
Submitted by Spikestuff on 8/15/2024 5:23 PM
Submission Comments
Photosensitivity Warning. Rapid enough flashing in the first 10 seconds.
Ok... one more just to showcase a different-- cut-down version of Dragon's Lair. The Game Boy Color version.
In this version, many inputs and sequences are missing compared to other home ports and the arcade release.
That's probably the major significant thing to point out. Still a great port overall.
I should probably collect the marbles I've lost now.
Screenshot suggestion. You know what's up. Same frame as the DS Publication.

nymx: Claiming for judging.
nymx: I know that Spikestuff probably already did this, but I'm re-uploading to ensure the correct cycle count. (I've been burned before on this before).
nymx: Run looks good. It has always been a mystery on how you would optimize a game like this...but the range of input can be played with to take advantage of completing each room quickly; however, holding an input seems to work...so I guess a human could match this??? Doesn't seem so though. Human runs that I have watched still make mistakes and slightly falls behind in a slow manner. Speaking of...my comparison with other's plaything this, I saw different routes...which confused me (apparently an RNG factor). Well, I don't see any issues with the way these rooms progressed. The optimization is very tight, compared to humans and satisfies my review.
Accepting to standard as a baseline.

despoa: Processing...
Last Edited by Spikestuff 17 days ago
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