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thread: Fast Food
Iowa, USABagOfMagicFood8 months ago

I believe the Amiga, Atari ST, and IBM PC versions all share level designs, but it might be worth investigating how close their game speeds are.

Iowa, USABagOfMagicFood10 months ago

That was always really silly that the game requires connecting to the online leaderboard just to view your own replay, as the replay must be stored in your own game--It's been observed that online replay records would expire 3 months after the last time the player visited the leaderboard, and visiting it again would put it back on there for another 3 months, though you'd lose your place in a list of tied times from everyone else's perspective if you let it expire first.

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Iowa, USABagOfMagicFood1 year ago

Would you like to try? I am a little curious as to whether you'd get stymied for long by not having enough Gem Apples to unlock quests or not leveling up often enough to handle later quests or refill Vigor in time without tree upgrades, but I don't know anything about backing up save data to safely try it myself.

Iowa, USABagOfMagicFood1 year ago

Ah, it seems you may be right! Up until now I had been taking on level 20 with a cheat poke to stop the tubes from descending, which also prevents the scripted ending from happening, but now I've learned how to undo that poke just before reaching level 21 (by poking the value 60 to restore the original Inc A instruction) and seen the ending for myself.

The main reason I had to use that poke was something I overlooked: When you progress to a level from the previous one, you only have to drop fifty shapes to reach the next level, but when you select a later level to start on, you're first required to drop fifty times that level number, as if to make up for the levels you skipped, and it becomes completely unreasonable on the later levels, having to drop one thousand shapes at level 20's speed. So getting through all 20 levels without cheating may take a good amount of skill and luck but isn't as impossible as I'd led myself to believe.

Iowa, USABagOfMagicFood1 year ago

Great! While I'm thinking about the rules, does anyone know the win conditions for Dizzy Panic and Panic Dizzy? I was under the impression that they were generally "Keep dropping blocks forever until you lose" games. Panic Dizzy's "Picture Puzzler" mode does present a finite number of pictures to assemble, but it appears that the number of them depends on difficulty level (represented by player character), and the highest difficulty, Zaks, is said to be unlocked by a high score in the Game Gear version, so I'm not sure what's expected there.

For Dizzy Panic (the game formerly known as Panic Dizzy on microcomputers), if you don't want to set an arbitrary score quota, you might be able to make an endpoint out of the fact that the game should eventually run of unique graphics for the toys produced by multi-drops of 4 or 6 depending on version, although that seems like a tall order in my experience.

Iowa, USABagOfMagicFood1 year ago

I suppose that one's easy to overlook because it was only officially available in a multicart. So Treasure Island Dizzy's page doesn't have an NES leaderboard because it already exists on Quattro Adventure's page...

Iowa, USABagOfMagicFood3 years ago

If I recall correctly, the Game Gear ROM is only a slightly different version in that the sky never darkens and the music is slowed down to sound the same at 60 FPS as the Master System version sounds at 50 FPS. If only you could convert times for comparison, then you could safely leave them a combined category!

And since the Evercade has HDMI output, I could imagine someone recording a speedrun from that eventually... I don't know if there's a way to configure what analog television standard it emulates for, though.

Have you looked into whether the RAM is left in a very different state from the four-button reset combo than from the actual Reset button? I know that either way lets you clear the Codemasters logo early, but I don't see that making a real difference to the time when timing begins from pressing Start on the title screen anyway.

Iowa, USABagOfMagicFood3 years ago

Huh, I did hear the game audio throughout Kanabei's run, but it is VERY quiet. I'll have to make sure the volume is turned up if I ever get around to recording a run, then, since I tend to need a lower setting to listen comfortably with my headphones!

So typing the name and recording a reset is good enough for an emulator run? I just wanted to be sure of anything I have to do to prove I'm not using the emulator's pause, slowdown, or savestate features, as I'm reading that the most accurate Sega Game Gear emulator currently is only available as a core in RetroArch if I'm using Windows.

Say, did you hear that another button cheat code was discovered in the third NES version? It turns out that if you hold Left and A while clearing the intro story with Start, you gain the ability to hold A and B to force Dizzy to float in any direction and through obstacles, which seems like a much bigger deal than one extra life. I know cheat codes are generally banned by default, but it might be a good idea to mention them in the rules anyway.

Iowa, USABagOfMagicFood4 years ago

Ah, well, I can understand if the mods want to wait for more user submissions to trickle in first or anything. I did see they added another Dizzy game this month!

In other bad news, while I was seeking out Dizzy appearances in Game Genie advertisements, I learned that the Game Genie may not fit into the top-loading NES 2 without a special adapter, so if that's what you have, then the Plug-thru cartridge might not work so easily either. (It's as if Nintendo really wanted to punish their own consumers for hoping to play new unlicensed games on their new Nintendo Entertainment Systems!) Still, researching the game with emulator testing keeps yielding tricks that can help in multiple versions! (Addendum: I looked up the official instructions for the Aladdin Deck Enhancer to confirm that it does contain a compatibility switch! I looked into this after watching a video from Geoffrey Gauchet where he was able to run Dizzy the Adventurer in his top-loader for a good half-hour after cautiously checking the switch position, so that might be worth a try after all.)

For one thing, I found that to reach the final extra life at the top of Zaks' castle in the first version, after you jump from the spider's platform, You Can Just Walk Over that one-block gap instead of hitting Dizzy's head on the stairs jumping, it turns out. It's just too bad it's not so easy to get back down from there without falling all the way down...

I spotted a few good tips in the official helpline script, too. https://www.mobygames.com/game/fantastic-adventures-of-dizzy/promo/promoImageId,287742/ It mentions the first minecart exit as "a safer way to get deeper into the mine"--That means you get to skip the bat on the way in, if you'd rather spare a little time on the minigame than risk slowpoke Dizzy's life getting entangled with the bat!

The tips for the bubble game were especially interesting. The one trick I use in the 8-bit versions is to just keep stepping from one bubble to another whenever the chance arises, but I didn't know Codemasters actually acknowledged that Dizzy seems to lose collision with other bubbles for a second after the one he's standing on pops! The script also claims that you can slow Dizzy's fall in that minigame by pressing the A button repeatedly. I doubted this was true, but I eventually discovered that if you press A when Dizzy's on a bubble and hold it while the bubble pops, Dizzy will hover for up to a second longer, giving you more time to decide your next move.

Then I started messing with auto-turbo-fire some more. I stumbled onto a rate of A-pressing that stops Dizzy from ever gaining any downward momentum, so as long as he's not already falling, he won't fall at all, and he can just hover or walk back and forth across open water for as long as you want! It seems to require starting the presses at the right moment with less than maximum auto-fire rate, though; I suspect the minigame may only be detecting that button on every other frame or something like that to give inconsistent results. So this might provide a minor advantage to a player with an adjustable turbo controller, but I see in the site rules that such controller functions are generally disallowed by default. I don't expect a lot of clamoring to allow turbo in Dizzy runs for such a localized use, but what do you think? It might be something to watch out for in verification, anyway... (Edit: A Russian gamer just performed this trick on stream! I'm finding that I can often get total flotation to happen for a couple of seconds with just my best button-mashing, but I'm not sure what's humanly possible beyond that.

What's more, I just saw another technique in a new speedrun: Apparently bubble-burst timers reset the moment you step off bubbles, so you can potentially ride a single bubble from bottom to top by just barely slipping off and back on repeatedly! He also made use of the clip through a log ramp I discovered for myself just this week!)

Iowa, USABagOfMagicFood4 years ago

Well, I haven't been able to do much more speed routing yet, because I'm still in the middle of comparing Nintendo version differences, but that has yielded a few new bugs that could lead to sequence breaks! For example, has anyone ever observed that the second and third NES versions allow Dizzy to climb over the top of the screen in the little area of Zaks' castle that opens into the sky and doesn't let you jump into the screen above? The level revision split the one little battlement platform into two, placing one closer to the wall than the original. If you jump from in between them, you'll overshoot and fall to one side of them, but if you're careful to do short jumps from the left, the wall can't stop you from jumping over into the area you normally need the rug and rope to get to. At that point you could swing back with the rope to get the star that was added near the bed of nails and finish without ever using the rug! Well, the stars prevent serious sequence breaking because you still need to visit every area, but this still means you could visit Dozy's house and be done with it before you break into Silver Stream.

One kind of bug that can vary by version is what happens when you walk into guards while under the butterfly's backward-walking spell, so I tried all of them. It turns out the town tunnel guard can cause a soft-lock of juggling Dizzy forever if you do that in the first NES version, but the second NES version often lets you jump all the way over the guard, while the third NES version kills Dizzy before he can get all the way over, so I guess that and the island jump are two sequence breaks exclusive to the second version, although it's kind of pointless with how much closer they moved the bag of gold coins. The leprechaun can also launch a moonwalking Dizzy to the other side of him in the second and third NES versions but will just keep killing Dizzy in the first version, though this doesn't let you plant the bean early anyway. But one sequence break that works in all NES versions is walking backwards into the dragon's fireballs, which will pull Dizzy into the area with the shamrock! That's much easier than the method of faking out the dragon into spitting a forward fireball just before walking in, which only works in the first version and might require too precise timing to pull off in real time anyway, but keeping the backwards state that far in may also be too big a gamble, comparable to just hoping the mine's elevator lights are already in the state you want them in the first version.

One more oddity that happens in all NES versions is that if you hit the last deadly obstacle in the minecart ride--the one just before the barrier that sends you into the final exit--while you have the minecart pulled back to the very bottom of the screen, then instead of killing Dizzy, it will drop him through the floor and onto the skull key/shovel on Bridge Street as though you'd successfully hit the exit, shaving a bit of time off the ride!

By the way, if you're interested in trying the second version of The Fantastic Adventures of Dizzy on original hardware, you could see if you can import the 1992 gray "Plug-thru" cartridge from Europe at a decent price. From all that I've read, the Plug-thru cartridges of The Fantastic Adventures of Dizzy all contain the exact same ROM as the Aladdin compact cartridges, but they attach to a licensed game in the same manner as the Game Genie just to make use of its lockout key, so that should be safely accepted by any official Nintendo Entertainment System so long as the whole lock-on rig seems safe to you. (Codemasters' later black cartridges sold in Europe mostly in 1993 sound as if they work more like the Aladdin Deck Enhancer and try to zap the lockout circuit with a heavy voltage draw no matter what, so don't mess with those if you don't think your NES can handle it.)

Finally, since I'm still a little new to all this, where do I go to request that this game be added to the Dizzy series page? https://www.speedrun.com/dizzy The rules for the Request Game button say that it's for requesting a game or series that's not already on the site, but it also mentions consulting the series moderator to request a game for an existing series, so should I send a message to 607?

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Iowa, USABagOfMagicFood4 years ago

I just remembered that the third NES version was also noted to have longer screen loading times! It does let you clear the opening story scroll a little sooner though, due to the lack of the unrolling animation, so I once pondered whether it would be simpler to start timing from clearing that screen. As for PAL vs. NTSC, I would have agreed that that particular NES version was only available in PAL territories, but the new Evercade release makes me wonder. It seems that most of Codemasters' NES games were coded to function on both NTSC and PAL consoles, even if released in only one region with no speed compensation to the actual gameplay, and indeed I have seen that third version of The Fantastic Adventures of Dizzy run at NTSC speed on many people's Evercades... but not all of them. Some videos of that Evercade collection clearly have them playing at PAL speed, made more obvious by the soundtrack not having a pitch correction, and I don't know if it depends on what region the Evercade was purchased in or on whether it's hooked up to a certain monitor via HDMI or if there's a secret setting on the thing I can't find any information on!

But the second NES version should definitely be acceptable on both PAL and NTSC now that I've read about how the Aladdin version's ROM was also sold in Europe in two other cartridge styles. The first NES version could probably be considered NTSC only, although it did appear on a Famiclone multicart in Poland that doesn't seem to have been licensed by Codemasters. I tried that multicart ROM on an emulator once, and it didn't even have the opening story scroll, though it's hard to say whether that's just an emulation issue or something altered for compatibility with that Famiclone.

And, yeah, the Game Gear version is basically the Master System version without the (totally cosmetic) day/night cycle and should always be running at 60 FPS. Apparently the Game Gear Dizzy games don't use a cropped viewing area but actually scale the entire Master System display down to fit the smaller resolution, letting you see just as much as on console but all very blurry, though some emulators don't bother with the scaling. The Master System version's music does seem to be optimized for 50 FPS, though without owning it myself, it's hard to say if emulators aren't just doing their own thing in regard to region detection.

I'm okay with Genesis, MS-DOS, and Amiga staying separate categories for now even if their world maps are virtually the same. It seems like one of those DOS ports that has tiny differences in the physics and timing because they couldn't port the code as exactly as they could between the Amiga, ST, and Genesis and get the same performance. There can be some tiny layout differences between the versions too: One I recall from planning a CD32 recording is that the Amiga versions placed a star to the left of the first mine exit where Genesis had the star on the right, which is a second or two of difference in going out of your way for that star. But as for the AGA version, I think you'd be fine just relabeling the existing categories "Amiga (OCS/ECS)" and "AGA/CD32" for clarity.

I know I saw people speedrunning the Genesis version just last year, so I expect to see some runs of it here before long!

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Iowa, USABagOfMagicFood4 years ago

I'm happy to see this game with official speedrun categories now, but I'm a little curious about some of the rules! For one thing, the NES rules mention there being two NES versions, but there were actually three. The third version only came out on NES in Europe, but it's become more relevant globally as that's the version that was chosen for release as official emulation on the Oliver Twins Collection cartridge for the Evercade handheld. I was thinking of recording a speedrun of it on Mesen last year in order to request the game here, but it may take me a while to put together a good route while I'm working on other things!

So what were the differences between the second and third NES versions? The first thing you notice is the language menu, which does hold up the title screen a little, but that should be before the "Press Start to play" moment that would start your timer. There's now a map of Keldor Town in its tunnels, but speedrunners shouldn't really need that if they've already practiced their routes. Keldor Castle lets you reenter without replaying the archery game now, but you really shouldn't need to if you know at all what you're doing...

Now, the third version also starts you with one more extra life than all the other versions, which I wasn't sure would be a big deal, but I just saw the first speedrun hosted here really depended on saving up enough extra lives from the picture puzzles to survive to the end, so that could be a helpful advantage. Furthermore, I've seen button-input cheat codes that give the player another extra life to start with in all versions of Fantastic Dizzy except the first NES version and the PC version. Should those be allowed? Other Dizzy games have rules or separate categories for such codes!

Most of the terrain and item changes were between the first and second versions--which I mean to document on TCRF eventually, but that's probably going to need its own subpage with a lot of screenshots to harvest first. The second and third NES versions have mostly identical worlds, but I did find one important change: In the second version, Dizzy's enhanced speed makes it possible to jump to the island where the Aqua-Lung is found if you start his run from the right spot on the beach, allowing you to explore underwater before playing the bubble-riding game from the ship. The third version appears to have added a little extra distance between that island and the shore, placing it just out of reach again no matter what kind of jump timing I tried. So that could definitely affect what routes are possible where it might have been beneficial to collect the Aqua-Lung early, and that might be reason enough to split out a third setting for the NES category.

Now I see you've got Amiga and CD32 as separate categories, but does either of them allow the rare AGA version on floppy disk? From the developer's comments and what I've seen of them for myself, the version on the CD32 collection is simply that AGA version with the audio muted to play its own CD tracks instead. The most important difference that version has on both floppy and CD is that it includes a menu accessible during gameplay with an option to make a saved game position anywhere to reload at any time--yes, a single in-game save-state. It doesn't persist when the game is closed, but that's still a big help to be able to save just before a risky maneuver to undo a disastrous outcome, so that really should be addressed by the rules. Personally I think allowing its use makes a stronger justification for that version to be its own category separate from the original ECS version, whether you play it on floppy or CD32.

Other thoughts I had concerned the clock speeds allowed for the various versions, since running them on 50 FPS (PAL TV) systems tended to just make them slower except for the music, but I'm not seeing those differences being separated out on other games besides sorting by Platform, so maybe it's not considered a big deal here. The MS-DOS version seems to limit the speed okay too, so you might not need to worry about a maximum number of cycles, but it also lets you turn off backgrounds and star count animations if those things would really chug on your system! I'm less sure about the various Amiga models' loading times... Apparently some let you preload both disks at once to save time later.

I also once expected this game would show up here under the name "Fantastic Dizzy" common to all the ports with the new box art that wasn't recycled from Fantasy World Dizzy for less confusion, but I guess First Installment Wins!

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