What this is. An AI search, run in our simulator, found these routes; we did not play them by hand. This guide explains, level by level, where Dave goes and how the tricks work, so that a player can try them. For each trick it gives:
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the keys;
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where to stand;
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the timing window, measured in our simulator. We replay the run with one key press moved by +-1, +-2, ... ticks and every other key unchanged, then see which shifts still work.
Where the AI's input is not humanly repeatable, the guide says so. In those places it gives a human version: a reactive input script (hold a key until Dave reaches a place, then the next key) that we ran in the same simulator to the door. How the run itself was checked is told under The AI run, above.
Summary
Times are in game ticks (70 per second), from the level picture to the door.
| level | ticks | seconds | lives at the door | key trick | human version tested |
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| 1 | 435 | 6.214 | 3 | hop into the shaft | walk off the ledge: door +6 ticks |
| 2 | 1854 | 26.486 | 3 | - | t208 release: none found |
| 3 | 1559 | 22.271 | 3 | - | land in the pit first: door +33 |
| 4 | 4327 | 61.814 | 2 | - | walk-and-climb ending: door +140 |
| 5 | 1541 | 22.014 | 1 | die after the trophy, then the door through the left-edge wrap | reactive script: door +1 (+3 from the restart) |
| 6 | 1360 | 19.429 | 2 | the off-screen phantom trophy | fly instead of pulsing: same door tick |
| 7 | 2096 | 29.943 | 2 | - | the AI's own keys are forgiving (+-3) |
| 8 | 1845 | 26.357 | 2 | Alt tap right after the jetpack cancels the jump | hole method works; corridor needs eyes |
| 9 | 1810 | 25.857 | 3 | - | full reactive script: door +145 |
| 10 | 4138 | 59.114 | 3 | - | t121 release: 2-3 ticks only |
Whole game, from the start of level 1 to the level 10 door: 24874.33 ticks = 355.348 s (5:55.348). Timed the same way, the speedrun.com record (played by hand, May 2025) takes 6:17.86, and the TASVideos tool-assisted run (2011) about 6:30.4; its own time, counted from power-on, is 6:32.80. Our run is on neither site: we have not submitted it.
The "human version" column gives the ticks our reactive scripts add at the door against the AI's run, all replayed in our simulator. They show that a forgiving input exists in the simulator; they are not recordings of human play.
How to read it
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Ticks. The game runs at 70 ticks per second; 1 tick = 1/70 s = about 14 ms. "t500" is 500 ticks after the level's run starts (the run starts 20 ticks after the level picture appears; 21 on level 1).
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Tiles. Each level is 100 columns x 10 rows. (12,8) means column 12, row 8; columns count from the left (0-99), rows from the top (0-9). Row -1 means above the map, row 10+ means below it. "x" is Dave's position in pixels from the left edge of the level (16 px per column).
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Keys are the original game's: the arrow keys (keypad 7 and 9 jump up-left and up-right); Ctrl fires the gun; Alt switches the jetpack on and off. The page's engine may put these on other keys; it says so next to the player.
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Window means the tick shifts that still give the AI's run to the tick (same door tick, same lives). "Trick window" (where given) means the shifts for which the trick itself still works, even if later keys then no longer line up.
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Difficulty, from the window:
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1-2 ticks: frame-perfect, not humanly repeatable;
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3-5 ticks: very hard;
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6-10 ticks: hard;
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11-20 ticks: moderate;
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more than 20 ticks: easy.
Five rules of the game that the routes use
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Holding a key works like the AI's tapping. Dave walks on every 3rd tick, jumps and climbs on every 2nd, and falls and flies on every tick. A direction pressed between those ticks is kept until the next move. Where the AI taps a key (Right, nothing, Right, ...), holding it instead gives the same run, in every level. The exceptions are six short releases, listed under their levels: L02 t208, L04 t3894, L08 t435-436 and t666, L09 t250, L10 t121-122. With all other taps held, every level replays to the same tick.
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Alt and Ctrl act when you let go. The jetpack switches, and the gun fires, on the tick you release the key, not when you press it. Holding the key for 30 ticks repeats it. So press, then let go where you want the switch.
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The screen scroll freezes the game for one tick per column (15 ticks for a full screen), and no key is read during it: an Alt press-and-release made during a scroll does nothing.
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The map wraps vertically. A hole in the bottom row lets Dave fall out of the bottom of the screen. He comes back in at the top of the same column and can stand on top of the top row, outside the walls, where nothing can touch him. Levels 8, 9 and 10 drop through a floor hole this way. On levels 5 and 6 Dave gets on top of the map from inside (tree tops, the door tile), and a jump from up there also wraps below the map.
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Left of column 0 the game reads the map one row up, from its right end. That is how level 5 reaches its door, which is really at the far right, from just off the left edge of the first screen. It is also how level 6 finds a trophy that is not on the map at all (see level 6). One danger: being above the map at the far left (x below 2) makes the game warp. Dave must pass there below the map; a jump from the top of the map wraps him there at once.