donkey kong country 4 nes rom

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Console: Nintendo Entertainment SystemGame name: Donkey Kong Country 4Game version: unknownROM filename: Donkey Kong Country 4 (Pirate Original).nesBranch: Emulator: FCEUX 2.2.3Movie length: 13:19.18FrameCount: 48030Re-record count: 4453Author”s real name: Author”s nickname: crazyjesseSubmitter: crazyjesseSubmitted at: 2020-12-20 09:53:03Text last edited at: 2020-12-20 10:39:30Text last edited by: crazyjesseDownload: Download (720924 bytes)Status: decision: cancelledSubmission instructionsDiscuss this submission (also rating / voting)List all submissions by this submitterList pages on this site that refer to this submissionView submission text historyBack to the submission list

This is an unlicensed demake of Donkey Kong Country (1994) ported to the NES by Hummer Team called "Donkey Kong Country 4". The game is mainly based off of the base game, with visuals being hand drawn to lower quality and music reproduced by ear. Amusingly, it bears a copyright symbol in the opening credits, irony notwithstanding.

The movie consists of optimizing platforming, keeping in mind that all enemies with the exception of bosses, are all on local cycles from when they are spawned.

An encode of the movie may be found here:

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Emulator used: FCEUX 2.2.3 From wikipedia: The game follows the gorilla Donkey Kong and his nephew Diddy Kong as they set out to recover their stolen banana hoard from King K. Rool and the Kremlings

Some emulators set the dipswitches of this game to "either", on FCEUX 2.2.3 it defaults to DKC4, so make sure that you set the dip switch correctly if using a different ROM or emulator. Otherwise the file will instantly desync.

Running is the fastest method of movement, and all optimization is to ensure that the kongs are running most of the time. Jumps are cut to the shortest amount they can be without missing, jumping on enemies is put to a minimum (except where it aids platforming) and barrels are thrown away immediately.

Slopes misbehave in the game, sending the kong a pixel forward or back when jumping, and can easily be a source of wasted frames. Hopefully in this submission that is reduced to nil.

Barrels shoot you out according to where you entered. If you entered slightly to the left, the barrel will shoot you out slightly to the left, this is used in some of the barrel sections.

Diddy appears to have faster base speed on land and Donkey in water. Different Kong water speeds is used to optimize pathing in water levels. This is used to optimize the first water level, however in the second water level a clip out of bounds combined with a zip technique is used which nullifies this speed discrepancy.

There is little lag in the game, but where it does exist, such snakes in industry levels, it has been attempted to be minimized by killing snakes as fast as possible and picking up bananas to reduce the sprite count. For underground levels, the lag is particularly unavoidable due to the spike wheels.

Other comments

Resubmitted with revised second water level inputs provided by Samsara, increasing the efficacy of the clipping and zipping. I am very grateful for this fix, saving 1000 frames (give or take due to resyncing). Personally I am very happy with the movie as it stands now.

At the end of the movie I spell out crazyjesse using morse code in my downtime.

The best comment I received about this game was when I was running it during a speedrun event. Someone in the chat said something along the lines of "Why does Jesse know how to speedrun this game and not the regular game? Does he hate 16 bit colours?".

On one occasion I was able to ask Hummer Cheng himself some details about the game. When asked about whether the elements of the bootleg that resemble the GBA version of DKC were intentional, Hummer Cheng responded "I have no idea what you”re talking about".

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