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| Dangerous Dave: Level 6's secret entry to level 8's warp zone treasure room |
All these decades I used intelligent guesswork to figure out which of those pink girders (or metal bars, as I prefer calling them) in Dangerous Dave were walkable and which were not. Today I watched a walkthrough where a person pointed to a pixel difference between the areas that were walkable and the ones that were fall-through. It left me surprised that I didn't notice it for so long. I'm quite sure it'd have been noticeable even on black & white screens.
| The lighter pixel hint about fall-through areas |
The ones with the lighter pixels are the fall-through areas. This knowledge made it so much easier to navigate levels 9, 10 and the warp zones. This was quite similar to how people discovered many decades late that pressing A+Start allowed them to continue at the position Mario died.
Trivia
PCR = PCRcade
The PCR you see in level 2, was apparently PCRcade or PC Arcade, which was the name of the gaming department at Softdisk.
John Romero told me about the screen scrolling detail
In 2014 I wanted to know how the screen was scrolled in the game, and when I asked about it, John Romero himself replied this: `My 1988 version of Dangerous Dave was the Apple II version. The scrolling was done by moving all the screen bytes over then drawing a new tile on the edge of the screen - repeat 20 times for a full screen shift. The Apple II version was written all in 6502 assembly language. On the PC, the 1990 version, I wrote graphics code in 80x86 assembly language for all video modes at the time: CGA, EGA, VGA. Dangerous Dave PC is the only game I know of that has all 3 video modes in it and switchable at any time (F2), even in the middle of a jump! To scroll the screen quickly, it was all in assembly language and I used a similar technique as I used with the Apple II version - quickly move bytes in video memory and draw a tile on the right side. In EGA it was trickier because to do anything quickly in EGA mode required the use of Latch Mode for memory moves. I remember teaching Todd Replogle how to do that so Duke Nukem 1 would be a fun game (a slow Duke Nukem would not have been cool). The game code for Dangerous Dave PC was written in C, in the Borland C 3.0 IDE. Most debugging was done in Turbo Debugger on a 12" amber monitor plugged into a Hercules card.`
John Romero says more on his website
Purpose of collecting the trophies
Apparently Dave's enemy, a bully named Clyde Cooper stole Dave's skateboarding or high-jumping trophies from Dave's clubhouse and hid them in some abandoned pirate's hideout, and Dave is on a mission to retrieve his trophies. Quite surprising that he's willing to risk his life for some trophies. Also, if I could present some silly observations, I found it surprising that the hideout didn't have any toilets or snacks (other than those pink gumballs) anywhere. Clyde and the pirates must have had some mighty bladder and bowel control. Oddly Dave can't carry the jetpack and gun across to other levels. Also, why couldn't Clyde just hide the trophies in his house or in a bank locker? Did he put it in the pirate's hideout to put Dave through mortal danger? How did Clyde and the pirates get through the levels? Surely they would've used a secret entrance or had a way to switch off the dangers or used a bridge or their own jetpacks (in which case they should've had some jetpack fuel storage somewhere)? These are things that game designers don't tend to think about :-) You never get to see Clyde in this game or the subsequent games. So if there was no boss fight with Clyde, maybe Dave didn't take revenge on Clyde, Dave might either be a follower of ahimsa or chose to follow what he learnt from somebody about forgiving people :-) Whatever dangers the hideout contained seemed to be made of highly combustible material, since it caused Dave's entire body to burn.
The Dosbox versions of the game seemed to not correctly play the sound of Dave collecting the trophy. The image below is what I got from this link on MyAbandonWare and it's also present on MobyGames. I wonder if Clyde was based on some real bully that John encountered in school.
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| What Clyde Cooper looks like, and the story behind Dangerous Dave. Image attribution: MyAbandonWare website and MobyGames website |
Dangerous Dave 1990 was always freeware
John Romero mentioned on Twitter in 2021 that "The 1990 Dangerous Dave was made for free distribution- it was freeware. Never sold". The game was originally dedicated to Kelly Romero (John's first wife, I think). Another programmer named Lane Roath is said to have designed level 9. The game was first made with some humble-looking graphics as shown in the title screen below:
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| The Apple II title screen of 1988 |
If you want to play the 1988 Apple II version
I tried playing it. The controls are incredibly annoying, so by level 3 I stopped playing it. If you still want to try it out, you need to first download the release of AppleWin1.31.0.0 from here (less than 5MB, and it was meant for Windows Vista and perhaps later versions). For WindowsXP you'd need Release v1.30.21.0 which can be found here. Then download the `.dsk` file from here (download options are on the left side) or here. There's also a `.po` file here. Both `.dsk` (Disk) and `.po` (ProDOS Order) files are virtual floppy disk images. `.dsk` is a generic image format containing an exact, sector-by-sector copy of the physical 5.25-inch floppy disk John Romero used in 1988, and `.po` is a slightly more modern variant structured specifically for ProDOS, the standard Apple II Operating System that Dangerous Dave runs on. Run the Apple emulator and at the right side you'll see icons for inserting a disk. Click it to insert the `.dsk` or `.po` file and then click the multicoloured Apple icon to start the disk that you just inserted. If you run into any trouble, press F3 to reboot the emulator.
| The two buttons that matter on the Apple emulator |
If you want to play the 2021 Dangerous Dave
It's a paid version that costs €6.99. You can download it here. It has even the older versions of the game. From what I assume, the payment goes to John Romero, so it's a nice way to honour his work.
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| The 2021 version of Dangerous Dave |
There's also a fan made edition
Can be downloaded here for free or for whatever you'd like to pay the programmer. It's made with Unreal Engine, and is available on Android too.
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| Fan-made version of Dangerous Dave |
Long ago even I had tried making an equivalent in BASIC, but there was much I didn't know about performance optimization in BASIC.
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| My aborted attempt at creating an equivalent |
I had named the monsters (did you?)
Level 3: Spider monster (even John Romero calls them spiders)
Level 4: Turbine monster
Level 5: Sun monster Level 6: Matchstick monsterLevel 7: Flying saucer monster (John Romero calls them gumball monsters)Level 8: Apple core monster
Level 9: Jiggly monster
Level 10: Coin monster
Some other hints
Warp zones
Most people easily figure out that there are warp zones at levels 5, 8, 9 and 10, if you make Dave walk on top of the level and move over to the edge of those levels. The 9th warp zone is exceedingly easy, and entirely worth entering for some extra points. The 10th warp zone is tough and is best avoided. Each warp zone contains one of Dave's trophies, so there's actually a total of 14 trophies that Dave needs to collect. If you consider the 2021 version of the game, there would be 15 trophies, considering the 6th level warp zone. The warp zones were meant to be something like how Mario enters the green pipes.
Wall climbing ability
In level 5 if you position Dave in such a way that his cap is projecting just a bit into the wall while standing at a gap beneath the wall, you can make him jump and climb up the wall. This is actually a bug as stated in this wiki.
Secret entry to level 8 warp zone via level 6
If you see the image at the start of the blog post, Dave is in level 8's warp zone while still in level 6, and he has the jetpack too. In level 6 if you go through the door without taking the trophy, you can walk on top of the level, go toward the right side and jump across onto level 8's warp zone. This is super-convenient because you have the jetpack and you can gain a very high score by collecting all the crowns. This entry ability to the top of level 6 was actually supposed to be a bug which this wiki states was later fixed in 2021 to become a warp zone for level 6, where you enter the previously inaccessible area that you see in level 3. If you try this in the 1990 version, the game will end up freezing with an error.
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| The level 6 warp zone is said to have been added in the 2021 version. Image attribution: moddingwiki.shikadi.net |
Level 8 easier monster view
After falling through the gap in the fire in level 8, when you reach on top of the level, it helps to walk rightward all the way to the end, and the screen shifts slightly. Then when you walk back and fall down to enter the level and reach the weird weeds, it's easier to see and shoot the monster from far because of that earlier slight screen shift.
You don't have to kill level 4's monster
It's actually possible to avoid the monster and go through the level without colliding with it, but it is indeed far easier to collide with it and then go through the level with peace of mind. Particularly because if you collect enough of the treasures in that level, then by the time you complete the level you get back the life that was lost.
Level 10 easier monster shooting
It's easier to shoot the first monster if you first fall through the pink girders and hide below it while occasionally jumping up to shoot the monster. Of course there's also the option of not jumping in there and just repeatedly jumping up from outside that area to shoot, but it's difficult to get a good shot from far. The second monster can be shot easily if you first walk on the top of the level all the way to the right end of the screen and then return.
You can play the game online
If you feel nostalgic you can play the game online here, here or here. I tried playing the subsequent Dave games like Dangerous Dave in the haunted mansion, but the graphics were too bland and there was nothing interesting in the gameplay. They should've retained the shiny graphics, cool sounds and motion of the 1990 game.
I played it once again and it was still entertaining. I've played it from start to finish in less than 20 minutes. It's possible if you don't bother collecting too many treasures, avoid monsters that you can avoid, and play carefully enough that you don't lose too many lives.
Do try playing Dangerous Dave here ...
If you want to know some trivia about Prince of Persia, see this blog post I wrote.
A request: Human eyes aren't evolved to stare at a screen for too long, so gaming can be strenuous on kids eyes. I tried requesting the developers of some game engines and a person related to Steam, to try to do something about allowing for rest breaks by providing inbuilt features that allow taking breaks even during multiplayer games. Nobody bothered. If you could do something about it, please do. Else, please do the minimum of telling more people about The Real Cure for Eye Strain.





























