Author Topic: Does Mario in DK Jr have a 1 in 32 delay like Donkey Kong?  (Read 598 times)

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Offline homerwannabee

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Does Mario in DK Jr have a 1 in 32 delay like Donkey Kong?
« on: February 03, 2025, 01:27:37 am »
Honest question, does the 1 in 32 delay happen in Donkey Kong Junior?

I ask this question because unlike Donkey Kong a delay could make it so you can pass the killscreen in Jr.
Already, you can get extremely close without any delay.
So, just one delay might be enough.  This means there's actually a 1 in 32 chance of passing the killscreen in Jr
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Offline Sock Master

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Re: Does Mario in DK Jr have a 1 in 32 delay like Donkey Kong?
« Reply #1 on: February 03, 2025, 06:42:15 am »
Honest question, does the 1 in 32 delay happen in Donkey Kong Junior?

I ask this question because unlike Donkey Kong a delay could make it so you can pass the killscreen in Jr.
Already, you can get extremely close without any delay.
So, just one delay might be enough.  This means there's actually a 1 in 32 chance of passing the killscreen in Jr
Good question!

We live in exciting times!  Someone can ask a question and there are resources where someone can just look at the code in both DK and DK Junior and compare them to one another or something something like that - even test things to see what happens if such and such thing or such and such other thing are messed around with.

Donkey Kong Junior is basically repurposed Donkey Kong code and the DK routines in question are actually still there in DK Junior and almost unchanged too!   If I hack the code a teeny tiny bit I can even get the pauses to happen....  but no, one of the timers that drives the way that DK pauses between barrels has been bypassed so it never stays in the state that would allow the pauses to trigger the when Mario releases snapjaws in DK Junior.

Almost!  but the logic involved (which is still there) isn't being used exactly the same way anymore so it triggers slightly differently and you don't get those pauses.
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