- 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...