Submission Text Full Submission Page
  • Emulator used: BizHawk 1.9.1
  • Official game for VC on unofficial(and more accurate?) emulator
  • 100%, sort of
  • Played in hardest difficulty (GAME B)
  • Genre: Platform
Jumpman is out to save Pauline from younger Cranky Kong, who is still whisking off maidens and throwing barrels around the place seven days a week, again. This time, he collects all the purses and umbrellas for Pauline before saves her.
This game is pretty much an official hack of NES Donkey Kong for VC that adds the omitted 50m level and a few animations, just like the official SMB hack with "25" blocks. I'm not sure if the rom for VC is a PAL rom since this VC Wiirare was first released in Europe.

GoddessMaria: Judging this submission!
GoddessMaria: While the goal and the game is valid, the run itself was not very well received. This movie also shows that there is room for improvement. The hard effort is there and just may need a tad bit more. With that said, I'm rejecting this submission.
Better luck next time!


TASVideoAgent
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Spikestuff
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Well, it's a hack/modification/other(?) The differences. I would prefer seeing it in the VC version done on the correct console, and not having this branch. Temp: Link to video
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I don't know why, but I like the idea of collecting 100% in a game like this. That being said, the only real difference between this and the other TAS is the extra level after the first.
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This is the "proper" Donkey Kong game. The only thing different from the actual Arcade game, is the "How High can you go" screen between levels.
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Fortranm
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Spikestuff wrote:
Well, it's a hack/modification/other(?)
It's the exact NES rom used in VC. It's officially made by Nintendo.
hegyak wrote:
This is the "proper" Donkey Kong game. The only thing different from the actual Arcade game, is the "How High can you go" screen between levels.
CrankyDonkey Kong is actually supposed to move horizontally in the second level, but it's close enough.
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Joined: 6/17/2006
Posts: 510
Pauline items in this game only give points, so I find this category rather arbitrary. In addition, I haven't noticed any additional tricks compared to the currently-published run. Also, I find the NES port of Donkey Kong to be a terrible game to begin with, especially compared to the legendary arcade version. Considering all of the above, I have to vote No. Except to showcase a port-exclusive glitch, the only categories I'm interested in for Donkey Kong has to be run on the arcade version, and it would have to be a time attack to reach the kill screen or a maximum score time attack.
hegyak wrote:
This is the "proper" Donkey Kong game. The only thing different from the actual Arcade game, is the "How High can you go" screen between levels.
It may seem like it at first glance, but that's actually far from the truth. The arcade version actively tries to set up traps to kill Mario which makes the game very challenging, while the NES version doesn't. It's not obvious just looking at videos, but it makes huge difference while playing it. To give a really simple example from the arcade version, from level 3 onwards, simply holding right to reach the first ladder on 25m is impossible, and just to confuse the player, you can barely avoid the first barrel on 25m on level 2 by doing exactly that. On the NES version, that's never a problem.
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Since this game has all levels, perhaps this game should be TAS'd and used to obsolete the published run. I think there's room for both fastest and 100% like this.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Nach wrote:
Since this game has all levels, perhaps this game should be TAS'd and used to obsolete the published run. I think there's room for both fastest and 100% like this.
I don't. Level 1: No difference between 100% and any Level 2: No difference between 100% and any* Level 3: Different route to get items, ~3 second difference Level 4: Marginally different route to get 1 extra item, ~.5 second difference *Doesn't exist on original NES Only one level has any kind of non-trivial difference between any/100, and that doesn't require any additional strategies or gameplay. In two of the levels, all but one of the items are already on the shortest route, and that one's just a couple steps away. There's also no actual reward or record of collecting except generic points.
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Tangent wrote:
Level 2: No difference between 100% and any
You would go to the top through the ladder on the left in any%.
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Tangent wrote:
Only one level has any kind of non-trivial difference between any/100, and that doesn't require any additional strategies or gameplay. In two of the levels, all but one of the items are already on the shortest route, and that one's just a couple steps away. There's also no actual reward or record of collecting except generic points.
I agree. Voting no for arbitrary goal choice.
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Fortranm wrote:
Tangent wrote:
Level 2: No difference between 100% and any
You would go to the top through the ladder on the left in any%.
I stand corrected. The left ladder moves back up marginally before the right. It's still barely more than a trivial difference and only adds about half a second.
Joined: 11/17/2005
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Is there a TAS of the arcade version going up to level 22 and getting a million points or more? That's probably the best way to play this game 100%. Although - I just watched a video of the kill screen, and actually with the up+down ladder glitch it kind of looks possible to win. EDIT: up+down doesn't work in the arcade version, but the 25m jump bug does. EDIT2: I got up to 100m on loop 22, and it seems barely possible. FBA 0.2.97.34 only has movies and savestates, no slowdown or frame advance, and it's too annoying to try to TAS. You'd have to manipulate all the fireballs to run away from you since jumping is too slow, right? On loops 23+ the game gets easier and I'm not sure when to end the movie at that point. But getting to loop 23 would be awesome.
dkongjo1.ini wrote:
cheat "Loop 22 Plz" default 0 0 "Disabled" 1 "Enabled", 0, 0x00006229, 0x16
EDIT3: 100m on loop 22 is barely impossible. I got 6 rivets. So there is a good stopping point for 100% or max score.
Fortranm
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Catastrophe wrote:
Is there a TAS of the arcade version going up to level 22 and getting a million points or more? That's probably the best way to play this game 100%. Although - I just watched a video of the kill screen, and actually with the up+down ladder glitch it kind of looks possible to win. EDIT: up+down doesn't work in the arcade version, but the 25m jump bug does. EDIT2: I got up to 100m on loop 22, and it seems barely possible. FBA 0.2.97.34 only has movies and savestates, no slowdown or frame advance, and it's too annoying to try to TAS. You'd have to manipulate all the fireballs to run away from you since jumping is too slow, right? On loops 23+ the game gets easier and I'm not sure when to end the movie at that point. But getting to loop 23 would be awesome.
dkongjo1.ini wrote:
cheat "Loop 22 Plz" default 0 0 "Disabled" 1 "Enabled", 0, 0x00006229, 0x16
EDIT3: 100m on loop 22 is barely impossible. I got 6 rivets. So there is a good stopping point for 100% or max score.
Are you using JPN version? I think finishing 150m at loop 5 in USA version is a good idea since that's the highest height you can get.
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If the game rewards you in a different way than usual or keeps a collection counter for the items then 100% is worth going for. But if all it does is give extra points and doesn't change the ending or do anything other than adding a bit of extra score then it isn't "100%" it is just a score-run, and the only score-run should be things like getting the score count to maximum or overflowing it and breaking the game. Not just a bit of extra score than normal. Especially since you can get score by jumping over things and hitting things, so if you are going to collect the items why not also kill / jump over all the enemies also? Because it would be pointless to since all it would do is take time to give some score, and there is the real problem in this run, where is the line drawn and why is it drawn there? Whatever way you look at it the answer just isn't satisfying.
Enjoys speedruns but hasn't actually tried making any yet.
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Yes, the Japan version. (The one called "set 3" in MAME.) There are two reasons to run the arcade version: 1) Stopping at the kill screen is convenient. It's a famous kill screen. 2) Like Pac Man, there does exist a mathematically perfect, highest possible score. But I don't think anyone has ever tried for it. If the point of this run was to include 50m and the accessories, and maybe show things that aren't done during a speedrun, then I think a max-score game would do that. The planning would be interesting too. Do you still basically speedrun the levels to score the highest bonus? If so, are certain accessories worth it? Is score scumming with the hammer worth it? Can you manipulate all the fireballs in 100m to overlap, then jump that pile repeatedly? This is all just a suggestion. I tested a few things in FBA and my experience was unfun enough that I'm not making the run.
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OK, so I installed the WAD I found into my PAL Wii, and it runs at 50Hz. For the record, since it runs at 50Hz, the game runs about 16.7% slower (sound pitch lowered, Mario/Jumpman moves slower). Normally, in cases where the game actually runs at 60Hz in a PAL VC release, a message appears at the top right corner (click to enlarge): For the record, Donkey Kong Original Edition was first bundled with a special version of the Wii (a red-coloured one). Later, it was released on the 3DS VC for those who bought a specific game and registered it before a specific deadline (now it's available for €4.99 in the EU eShop) and presumably WiiU VC. Whether it's the same ROM as in the initial PAL Wii release, I have no idea. EDIT: I just bought it from the 3DS eShop and it runs at 60 FPS there. Seems to be the same ROM as well, having the same copyright date (1983-2010) as the one normally found in a special edition PAL red Wii.
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