Dave
Was A Demo Game?
It was just after quitting Origin Systems
and co-founding Inside-Out Software in June 1988 that I started
working on Dangerous Dave at home in my spare time. At work
I was busy porting the Apple II version of Might & Magic
II to the Commodore 64. The original impetus behind making
Dave was that I was a huge fan of Super Mario Bros on the
Nintendo and I wanted to make a game like that for myself.
It's that simple.
Now the way that Dangerous Dave got published
was kinda different.
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Original title screen

Dave's nemesis, Clyde
He's in the story screens! Find him!
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At
the time, I was writing a series of articles for UpTime Disk
Monthly and the articles all explained how to use my 6502
graphics library that I had created named GraBasic.
GraBasic was the second generation Applesoft
add-on library I had created, the first generation being called
RBASIC which was never published. I still have my RBASIC manual
and source code, in fact.
So, Dangerous Dave was a game I made to
demonstrate how to use my GraBasic graphics language add-on! |

The first level - no diamonds, they're coins!

The second level - the dreaded upside-down trees!
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UpTime
Jay Wilbur at UpTime really liked my GraBasic
add-on and we decided to publish the entire thing in three
installments. Each installment would offer a different version
of GraBasic with an accompanying article explaining (1) what's
different about the version published, (2) a utility that
created data for a feature of GraBasic (such as fonts, paths
and shapes) and (3) a game that used GraBasic demonstrating
some special feature. So basically there would be 9 programs
published in 3 months, three programs per month (a version
of GraBasic, a utility and a game).
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The first installment
of GraBasic included a version that ran at $8000 in memory,
a shape editor (shifted-shapes), and the simple game Wacky
Wizard (in AppleSoft BASIC using GraBasic).
The second installment of GraBasic included
a version that ran at $D000 (language card area), a path editor
and the game Neptune's Nasties that showed how to move monsters
along a path created by the path editor.
And finally, the third installment had
a 6502-only version of GraBasic for advanced coders, a font
editor (GraBasic displayed bitmap fonts too) and a 6502-only
game called Dangerous Dave!
The title screen says Episode 1, which
means that I hoped this was just the start of several more
years and several sequels to Dangerous Dave. |
Stylistic
Approach
After playing Dave for a bit you might
wonder how the hell I got the ideas for the monsters, dumb
upside-down trees, the gun and the jetpack. Well, it was pretty
natural back then seeing as all my time was spent creating
crazy game stuff every day. I mean, the environmental hazards
are called WeirdWeeds, FearsomeFire and WickedWater!
Mario never had a gun or a jetpack but
man, I was determined to put them in my game! I didn't want
Dave to look exactly like Mario - I wanted it to have my own
style and strangeness. Ala Mario, I added secret areas if
you could somehow get out of the level confines.
Now, Dangerous Dave didn't run at lightning
speed on the Apple II. Hell, nothing did, but Dave was using
GraBasic for all its drawing and I was limited by that. Otherwise
I would have coded a lot of unrolled loops for the drawing
code.
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The first config screen I had in my games

A hint screen - never had one of those before either

The Main Menu
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One
of the cool things about the Apple II version of Dangerous
Dave is that it used a graphic technique called "page-flipping"
to make the animation flicker-free. Basically, while you were
looking at the screen, I was drawing the next frame of the
game on the second hi-res screen.
When I was done drawing to that screen,
I displayed it then began drawing the next frame on the first
hi-res screen you were looking at. And so on. Today, this
is all handled transparently for programmers using DirectX
or OpenGL. At least in Dangerous Dave I learned something
new and used it, and that was page-flipping. Coincidentally,
I was porting Tower Topple soon after doing my part on Might
& Magic II and I was doing double-res page-flipping in
that game. Now THAT was some crazy shit.
Dangerous Dave was the first game that
I wrote a fully-fledged level editor for. It was all done
in hi-res graphics and a couple years later it was something
that impressed John Carmack when we first started working
together - that someone would spend time to make nice tools
for a game.
I remember when I finished making Dangerous
Dave that people thought the game was pretty fun and looked
good for an Apple II game. After Dangerous Dave, I was finished
making games for UpTime. My UpTime chapter was closed. I had
met Jay Wilbur, the Apple II editor of UpTime, in 1987 at
the AppleFest in San Francisco, CA and later hired him as
CEO of id Software in April 1992. |
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Internal
Game Specifics
I created Dangerous Dave in ProDOS instead
of the older DOS 3.3 which I used for most of my games. ProDOS
was a fairly new operating system for the Apple II and it
was far superior. I believe that DD was the first game I did
in ProDOS. Above you see the CATALOG, or directory, of Dangerous
Dave. Each block is 512 bytes or 2 DOS 3.3 sectors which were
256 bytes (one "page" of memory). So, if you add
up all the blocks and convert them to KB you'll see that Dangerous
Dave was 89KB. But 33KB of that size was in full screens for
Help, Hints, Story, etc.
Let's see, the full screen graphics (help,
instructions, etc.) are stored in raw screen format (no compression,
not on anything in fact) in the DD.PICS and DD.PICS1 files.
The level files are stored in the DD.LEVELS along with the
graphics. The DD.OBJ1, I believe, is the GraBasic code and
the DD.OBJ is the actual Dangerous Dave game code. The DANGEROUS.DAVE
file just loads everything into memory and runs the DD.OBJ
code. And if you were wondering, the PRODOS file is the operating
system and BASIC.SYSTEM is there so you can interface with
ProDOS and write Basic code.
The explosion sound is a favorite of mine.
On the Apple II you can only make sounds by clicking the speaker.
One memory access on the speaker port will make it emit one
slight click. If you do them quickly they make a tone. Different
delays between clicking produces these different tones. For
the explosion, I made a bunch of random tones that were very
short in length - and I got the tone data from the Apple ROMs:
I just read whatever was in memory up there and used it for
the tone value! Nice trick.
You might wonder how does the game know
that Dave can climb something? Well, it's a little graphic
trick. Dave's shape is made up of "lo-bit" colors
only, that is: purple, green, white0, black0. When Dave encounters
pixels that are "hi-bit" colors (red, blue, white1,
black1), I make his code change the way he moves so you can
jump and jump and get higher instead of letting gravity pull
you down. On the PC version, I did climbing the correct way
with no tricks.
You'll notice that I have a couple callouts
on the main menu screen. "Dedicated to Kelly Romero for
her support" was for my then-wife Kelly with whom I had
two boys, Michael (1988) and Steven (1989). I was also good
friends with Lane Roathe and wrote "Special thanks to
Lane Roathe for his creative efforts and ideas". Lane
and I co-founded Ideas From The Deep in 1989 and wrote some
games with IFD. I got Lane to work at Inside-Out Software
with me and I'd show him my progress on the game and he'd
give me feedback.
There are two versions of Dangerous Dave:
the UpTime version and the original stand-alone version -
I'm including the stand-alone version here. When the Dangerous
Dave stand-alone disk boots up, you'll see the screen flash
some text quickly then the game comes up. Here's the text
you see on that screen. The "DuoLoader" program
is a fast-load program I wrote to get games into memory super
fast and it works in both DOS 3.3 and ProDOS (hence the name
DuoLoader).

Dave Sequels
Even from the beginning I had plans of
making more Dangerous Dave games. The title screen says Dangerous
Dave in The Deserted Pirate's Hideout. The sequel was named
Dangerous Dave in The Haunted Mansion. Those are the only
real, TRUE Dave games since Softdisk decided to make some
shitty sequels that were just a mishmash of earlier graphics
and crap. These are Dave's Risky Rescue and Dave Goes Nutz!
Hint Guide
I've been doing screen captures of each
level in Dave. I've only gotten to level 6 so here's what
I have so far. If any of you know how and can do it, capture
the rest of the levels so I can put them up here. Click on
the graphic to display the full map of the level. Ok, here's
some tips:
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You only need ONE TROPHY
to exit the level. If you see more than one trophy, you
can't pick it up. Why did I do this? Don't ask me! |
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When you kill an enemy,
don't be in the exploding fireball or you will DIE along
with them. Wait for it to go away. And if an enemy kills
you, your exploding fireball will kill them if they hit
it! |
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Level
1
This level is really simple and
is where you should get the hang of jumping around.
This is very important because you'll need to be in
excellent control of your jumping by level 3. Make sure
you get used to using the RETURN key to stop yourself
from continuing your jump.
After getting the trophy, go to
the door. There's no secrets on this level. |
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Level
2
Very strange level because of
the bizarre upside-down trees and the stars in the sky
- which is the ground! It's like the level is upside
down or in....The Twilight Zone! That was the inspiration
for this level because the door looks like the door
you see at the start of the Twilight Zone episodes!
And would you believe that 20
years later I would own a Twilight Zone pinball machine!
Yes, insane but true!
Oh, so anyway, to finish this
level you need to climb the trees by constantly holding
down the SPACE (jump) and aim yourself onto a girder
when you're near the bottom of the trunk. |
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Level
3
Here's where things get tough.
You need to have gotten good at jumping because you'll
need the skills when you hop over the WeirdWeeds and
get close to the killer spiders (there's two of 'em).
The row of 3 weeds is particularly tough to get over
- you have to be right next to them before jumping.
Get the gun. Get close to the
spider and time it right and shoot it. Then, when you
get near the end where the fire is, you need to get
the backpack and fly up through the door.
The PC version has a lot more
going on in this area - but here it's clear-cut and
simple. |
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Level
4
This one's where it gets tough.
On the PC version, the one enemy on this level is everyone's
bane. If you can spare the lives, go ahead and crash
yourself into him if you can and when you come back
he'll be gone and clearing the level is easy.
This one's a bit of a runaround
because you have to get to the end door where the jetpack
is, then come all the way back to the beginning to get
the trophy, then go all the way back to the exit. All
without a gun! |
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Level
5
This level is tough right from
the beginning with the enemies that fly in a vertical
elliptical pattern - the first one is right next to
the gun you need to kill it!
The second one is tough as well
because it's over water. One hint about this level -
if you can climb the tree at the beginning, you can
jump off the screen to the left... I think this is a
bad thing to do in the PC version but maybe not this
one...
If you get the jetpack, fly to
the top of the level and run all the way across - then
fly off the right side of the level! |
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Level
6
Right at the very beginning I'm
evil. You get shot at pretty quickly but you can jump
over it - you should be pretty spry by this point in
the game. I'm not making it any easier on each successive
level!
There's a MASSIVE treasure room
on the right side of this level - and you get it by
doing something completely non-logical. Get the jetpack
at the start...then get to the exit door without the
trophy. The exit door is useless without the trophy
in hand so just fly up through it and go right until
you reach the treasure room!
There's a trophy in the 2nd exit
room so you don't have to go back to the beginning. |
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Level
7
Yeah. I started you in free fall
right at the start. As a homage to a favorite Mark Turmell
game called Free Fall - i'm the only person in existence
to get the reference.
This level isn't as difficult
as the previous one but you do have to watch out for
the water areas with the gumball monsters shooting at
you.
There IS a curious second exit
on the right side of the level. You can either get there
by warping from another level...or by falling through
one of the water tiles - only if one of them is fake.
Don't blame me if you die! |
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Level
8
This one's a little scary because
you have to get the jetpack then fly past fire off the
bottom of the level until you wrap-around to the top
of the level into the next area. Maybe if you go off
the left side of this level you'll wind up in Level
7's treasure area?
Incredibly, there are 3 jetpacks
on this level. You'll need them at the end since there's
two of the enemies guarding the trophy and exit door. |
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Level
9
This is a level that Lane Roathe
made - you can see his name at the end spelled out.
Hence the credit I gave him on the menu screen.
Beware the girders that are fake
- you'll fall through them! There's an area at the bottom
where a couple fire tiles are missing - you can fall
through them and reach the top of the level.
Yeah, this level is pretty tough.
You have to reach the trophy but still be able to get
to the door. And don't neglect Lane's treasure stash! |
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Level
10
I actually like this level a lot
as one of the best in the game - it's packed with hazards
and is interesting to traverse.
The trophy is all the way in the
rightmost corner of the level and it's an accomlishment
to just reach it - nevermind the arduous trek to the
exit door!
There's no secret areas on this
level because I totally packed the entire map with gaming
goodness. Most people won't see this map, alas. |
Special thanks to Frenkel Smeijers
for obtaining the game maps.

To play Dangerous Dave, I strongly recommend
downloading AppleWin and playing it in full screen mode!
The link to download AppleWin is on the links
page.
Download DANGEROUS DAVE
for the Apple II
For more information on the entire Dangerous
Dave series, read the
Saga of Dangerous Dave on the main Games page!

Do you have any questions about this game or would like
to know something more specific about it? Email
me and tell me what you need to know and I may post
it on this page.
Have any comments about this game?
This game is wonderful although people dont know it that much but i play it all the time....my name is kieran i like in NC 5313 creek ridge lane i want to make games with you
wer is the door and tropy in level 8 thanks |
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1982
Crazy Climber
Dodge 'Em
Alien Attack
Phazzar
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Trashman
Smash 'N' Score
Maze Craze
Crazy Dunjun
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Trashman II
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Phantasm II
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Alien Attack III
1983
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Targ II
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Alien Conflict
Enemy Attack
Scramble
Battle Zone
Frogger
Donkey Kong
The Unknown
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Jumpster
Objectoids
Alien Attack IV
Phantasm III
1984
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Miner 2049er
Mines of Moria
Snag!
Maze Panic
Cavern Crusader
Bongo's Bash
Krazy Kobra
Subnodule
1985
Pyramids of Egypt
Major Mayhem
City Centurian
1986
Zippi Zombi
Twilight Treasures
Operation: Obliteration
1987
Lethal Labyrinth
2400 A.D.
1988
Space Rogue
Might & Magic II
Tower Toppler
Wacky Wizard
Neptune's Nasties
Dangerous Dave
1989
Zappa Roids
Sub Stalker
Magic Boxes
Twilight Treasures - PC
Alfredo's Stupendous Surprise
Zappa Roids - PC
Pyramids of Egypt - PC
1990
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Dinosorcerer
Same or Different
Dark Designs
Double Dangerous Dave
Dangerous Dave - PC
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Slordax
Commander Keen 1
Commander Keen 2
Commander Keen 3
1991
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Hovertank One
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Commander Keen 4
Commander Keen 5
Commander Keen 6
Catacomb 3-D
1992
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1993
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Heretic
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The Ultimate DOOM
Master Levels for DOOM
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2000
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2001
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2002
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