my name is Przemek and I'm one of the creator of this sadists hack.
Thank You for playing! I really enjoyed your dying, feeling like an old grandpa from The Saw films. ;p But I really appreciate that You not only played and finished this hack but You exploring and looking for secrets. That's the purpose designing this game modification. Gimmick! is the most precious game from my childhood; I remember how we trying finishing it, finding secrets area, easter eggs etc. with my brothers and sister. I couldn't expect that one day I have enough knowledge to recreate one those games from those times.
And this is the reason why it is hard. I know every aspect of this game, including very special physics mechanics. The way how Sunsoft coded it is impressive. So I trying utilize it as many as possible. I don't agree that this is kind of Kaizo hacks. In reality it isn't so hard. In Kaizo player must calculate jumps for to 1px with short time period - and with very long sequences. This not going happening in Dark Gimmick! I agree that this hack splitting man from boys. ;] In most cases, You dying because You start from wrong position.
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I see that You using NTSC colour pallete. I reccomending PAL palette in which game will looks a lot better. If You use Nestopia or Nestopia Undead it's possible to choose different, even custom ones.
On LV1 the pit right just before underwater tube, there's easy way to cross it but I admit that I didn't expect the way You choose. Congratulation!
On LV3 You exploited my first level, I didn't expected. Kudos!
On LV4 You've found 'bad design', which mean that I forgot to add blockers on top. Sorry, I'm really trying excpect everything, every player possible behavior and making bugfree hack. This is one of the most disspainting things for player and I apologuise for this glitch.
On LV4 You exploited once again my precious death trap. I so much want players to jump on blocks right after the arrows. Meh ^^"
On LV4 after the arena there's a flame. It's possible to cross it without taking hit.
On LV4 in mid boss area, there's also easiest way (but most risky) to getting to energy bottle.
On LV4 You choose absolutly motherf* extremely pain the ass way to get to secret area. And You succeed! I must take off hat from my head. Seriously. And I regret not to see Your face when You discovered the proper way to get in there.
On LV6 You missed very hand item which You can replicate by checkpoint glitching.
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wonder if the ship in Stage 2 is pretty much one giant unchangeable structure and that's why it is so similar to the original?
Editor is great but not offering to change event triggers. So I must stick to them, that's why some levels are completely redesigned and some less. Changing it in game code it's not so easy, so I decided to leave them as they are. Well, in one case Dizzy9 must edit it (because I moved water trigger on LV5).
It really is too bad that there's no way to manually cancel stars.
Mapper on which Gimmick! was published is very unique, well, to be honest, it's one of it's kind. And developers doesn't left to us to many free space to add our code. It Was very hard to add snow and HUD swapping. But I agree that cancelling star would be great gameplay improvement (in v1.0 there was bug in secret on LV3 when stars blocking and bouncing forever breaking the game, so I must change it to form what You see on Iso's LP).
What's that little meter looking thing at the bottom right of the screen? I keep noticing it. Is it like a cpu meter or something like that? I'm pretty sure SMB3 has something similar though I forget exactly what it was.
It's graphical glitch which we cannot remove. This is the price for changing colour pallete after game screen ends. If we didn't do that, HUD will be in different colours in every screen when palette change, making it even unreadable in some cases.
Well, old consoles don't use graphic formats as today. In those times there's no headers and pallete images, only data images. This save a lot of space. NES/Famicom can displaying only 4 colours with 4 semi palettes, but one of those colours must be the same. So we were limited to colour use as any other game developer for this platform. The only way to use much more palettes is swapping them on the fly but this it's possible for no less but whole tile line (256x8 px) and every time when You did it, screen moved by 1px in height (this is why hud is upper than in original).
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If it's to hard for someone, there's a RAM modifications (address + value):
Unlimited lives (it changes count to 99 but it will glitch and count infinitely)
Start from any level i.e LV5 if you type 05
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Oh! And sorry for my English. I'm from Poland and this lang family is very hard for me. I hope I'm not sounds like an neanderthal man.