Talk:Dangeresque Roomisode 1: Behind the Dangerdesque

From Homestar Runner Wiki

Jump to: navigation, search
Ding! Dangeresque Roomisode 1: Behind the Dangerdesque is a featured article, which means it showcases an important part of the Homestar Runner body of work and/or highlights the fine work of this wiki. We also might just think it's cool. If you see a way this page can be updated or improved without compromising previous work, feel free to contribute.


[edit] Bug in the Game

As of approximately 1AM EST 12/1/08, there's a bug in the game that makes it unbeatable. Even after completing all three of the tasks on the case file, Strong Bad still won't pick up the case file from the bulletin board. In addition, I currently have 185/170 points. --Pixelated 05:59, 1 December 2008 (UTC)

Yep, I've found that myself. If you go over the score limit, you can't get the file. --DorianGray 06:00, 1 December 2008 (UTC)
I don't know if they've fixed it, but I had no problem getting the file with 175 points. --Belthazar 06:36, 1 December 2008 (UTC)
On closer inspection, I'm wondering if the bug is simply in the order the evidence is placed in the folder. If you don't do the stamp last, it doesn't finish. --Belthazar 11:42, 1 December 2008 (UTC)
I did the stamp first. Worked just fine. Loafing 11:44, 1 December 2008 (UTC)
I stamped, then did the photo then the vomit and grabbed the 2nd rubber stamp. Won't let me finish :( -- 11:46, 1 December 2008 (UTC)
Found it - it stalls if you give it the bag of whoozit last. Ending with the photo or the stamp works fine. And I'm getting kinda tired of playing the game over and over again. =) --Belthazar 11:53, 1 December 2008 (UTC)
On the same note, it doesn't matter how many points you have. First playthrough I put the bag of upchuck last and the game continued even though I had exactly 170 points. 13:41, 1 December 2008 (UTC)
I did the whoozit last. And I had 185 points. Worked just fine. It may be that they fixed it, but it worked for me. I did it at 6:00 PM. Maybe they fixed it.
Looking at the Flash file in Firefox, it said the game was last modified "Mon, Dec 1, 2008 6:09:27 PM", so the Brothers Chaps must have fixed something in the game since it came out. Homestar-Winner (talk) 02:15, 2 December 2008 (UTC)
Good. It has been moved to the fixed goof section, so we don't need to worry about that anymore. -Philip8o
Has anyone else had to restart after being unable to move anywhere but left or right between the desk & the chair after checking out & file & moving down?

Original Flash file with all goofs/glitches/bugs intact can be found here. OptimisticFool 09:05, 3 December 2008 (UTC)

[edit] Japanese Characters?

A friend of mine just verified that they are Katakana. Thanks, Tess!

  • As Far as I'm concerned, the katakana onomatopoeia that shows up is "KIKKU"(kick)

- 21:20, 1 December 2008 (UTC) (Everybody! forgot to sign in again |3)

[edit] Inspiration?

This reminds me of Sam & Max Hit the Road, & not just the opening scene. Anyone else think so?

No. It just reminda me of the generic gumshoe genre in general. Heh, aliteration. --Belthazar 07:56, 2 December 2008 (UTC)

[edit] Renaldo?

Maybe I'm just missing something... but where exactly in the game does Renaldo appear? He's in the cast list, but I just don't remember seeing him or there being any obvious lines from him. (Note that one line, namely "Hey! Don't discount my gams! I'm on the stairmaster all the time!" sounds very much like a Coach Z-ism, rather than something The Chief, WHO SPEAKS IN ALL CAPS OTHERWISE, would say, but this is just speculation on my part.) -YKHi. I'm Ayjo! 07:52, 2 December 2008 (UTC)

He's in the opening cutscene. You'll only see him if you don't click the mouse button before the title comes up. --Belthazar 07:55, 2 December 2008 (UTC)
Ahh, I see now. Thanks. -YKHi. I'm Ayjo! 07:58, 2 December 2008 (UTC)

[edit] Movement stickiness

Anyone else notice movement stickiness when you hold down a direction? This issue was in Hugo's House of Horrors and I think Monkey Island, both being similar games to this. Coincidence?

Probably not. It's fairly common in parser-based games, or games using the keyboard to navigate. Hitting a direction key starts the character moving in that direction, hitting it again causes the character to stop. Holding it causes the character to alternate between moving and halting, causing stickiness. I don't think it's a reference as much as it's just the way that these types of games work. It's not exclusive to Monkey Island or Hugo's House of Horrors or anything; you can observe it in King's Quest and a number of other games. --Blu Aardvark (talk) (edits) 11:42, 2 December 2008 (UTC)
Edit conflict: Likely a coincidence. It works the same in Peasant's Quest — your character moves with a single press of the button, and continues without you having to do anything. Basically, holding the key sends the "move in said direction" command multiple times, resulting in the so-called "stickiness". --DorianGray 11:44, 2 December 2008 (UTC)

[edit] Yet another bug.

Okay, this what happened. I stamped the casefile so the "s" in solved was cut off. The game went to the jail ending. Then, when I redo it, Dangeresque says the case has already been solved. What's up wit dat? Didn't I win, technically?--ND 21:02, 2 December 2008 (UTC)

[edit] Loading...

All I've got is a loading screen. TheThin 21:16, 2 December 2008 (UTC)

The same thing happened to me. Just try using the flash file (.swf). Still, does anyone know why this happened? - Jezzamon 06:18, 3 December 2008 (UTC)

[edit] Jay

Would it be worth noting somwhere on here that this was featured at Jayisgames?

maybe, like on the sightings page or something.

It wouldn't be the first time they've featured homestar content, having also done thy dungeon man 3 and peasant's quest.

[edit] No more infinite points?

I tried the glitch where you get infinite points, but it didn't work... so have they removed the glitch, or is it something at my end? - Jezzamon 06:24, 3 December 2008 (UTC)

  • Yes, it does seem like they fixed this glitch. Apparently, it involved the game generating a new dry stamp if you, for some reason, no longer had one in your inventory - and inking the stamp effectively took it out of your inventory. --Blu Aardvark (talk) (edits) 08:23, 3 December 2008 (UTC)

[edit] Or IS it a reference?

When you get a Game Over, Strong Bad is heard saying, "Or did I?" and you continue from before you screwed up, as opposed to starting from the beginning or from a save file. Is this a reference to any particular graphic adventure video game of the '90s, particually by LucasArts? I know that in Prince of Persia: The Sands of Time, the Prince is heard saying, "No, wait, that didn't happen. May I start again?", but this knowledge of mine is just from Wikipedia and the only relevant game I've played is Day of the Tentacle. – The Chort 15:34, 3 December 2008 (UTC)

More likely to be a reference to the end line of the Dangeresque theme song. Also, The puppet squad toon ends with Shark Tooth Bubs saying "Or did you?" - SnappySoda 21:20, 3 December 2008 (UTC)
It was a Lucasarts tradition to make games where one could not die from a wrong move. Famously, Monkey Island II is a story told by Guybrush, and when one dies, they cut to Elaine saying that that is clearly a lie, since he is hanging here, and we move to a point right before the error. So, it is a reference to Lucasarts games in general. Several games had such a "Wait, back up" feature. Lord-z 23:35, 3 December 2008 (UTC)

[edit] Dialogue?

Is the dialogue between Strongbad and the Chief (and Strongbad and other ahem objects) going to be added to the page? -- 03:44, 9 December 2008 (UTC)

It's on the responses page. Raiku 03:48, 9 December 2008 (UTC)

'Strong' and 'Bad' which are two words, and not one word, not 'Strongbad' you freakin' scallawag.

[edit] Glitch, Goof, or Neither?

After Dangeresque goes to jail, and you click the mouse that brings up the "Or Did I?" screen, you can hear a note from the Office Background music right before you hear "Or Did I?"

It's a result of how the game's framing is set up, so therefore it's a glitch. --Mario2.PNG Super Martyo boing! 00:21, 1 July 2009 (UTC)

Anyone else think "buisness" isn't a goof?

That's how I always spell it. --Mario2.PNG Super Martyo boing! 00:21, 1 July 2009 (UTC)

[edit] Disconnected?

Am I the only one who thinks that Dangeresque's phone is disconnected? --PartyBrd20X6 00:47, 30 January 2009 (UTC)

I doubt it. After all, he did manage to call Take-Out Support to get the Old Chinese Takeout unstuck from his safe. --President Cold One 03:11, 26 February 2009 (UTC)

[edit] Hoosegow

I realized that the text on the back of the vehicle in the Game Over sequence reads "HOOSEGOW". Here's an image to prove it: Photographic evidence (screenshot) 20:54, 7 October 2009 (UTC)

[edit] Dangeresque reappearing

Regarding this edit, when I was playing tonight, the game was moving very slowly, and I did indeed get that scenario to happen. I think it belongs in some variety of glitches, but at standard speed, i couldn't get it to happen. Should it be included, and if so, how and where? The Knights Who Say Ni 23:43, 14 June 2010 (UTC)

[edit] Just LucasArts?

The game's description specifies that it is in the style of early LucasArts adventure games. However, LucasArts was not the only company at the time producing adventure games of this type. Sierra, famous for Space Quest, King's Quest, and Leisure Suit Larry used a very similar style of gameplay as well.

Instead of specifying LucasArts, why not use a generic appellation that would include other companies that incorporated a similar style of gameplay, such as "graphic adventure game". Unless a compelling argument can be made that this game more closely resembles LucasArts games than those of Sierra and similar companies. 18:35, 15 March 2011 (UTC)

The Fun Facts say it resembles LucasArt's graphical style. That's not meant to completely end the argument - you may have a point, as I don't know much about Sierra games - but you have to take that into account. --Jay v.2024 (Auld lang syne) 20:05, 15 March 2011 (UTC)
The Fun Facts also say that inspiration for some elements was drawn from Sierra games (the WASD control, as well as some visual queues from Leisure Suit Larry 2). As such, it is probably more likely that DR1:BtD is based on graphic adventure games as a genre, rather than any one company's games in particular. Besides, since the Fun Facts give more specific details on these elements, and which games they come from, wouldn't it be more appropriate in the introductory description to use the broader terminology? 20:47, 15 March 2011 (UTC)
I went ahead and changed it to include both LucasArts and Sierra. This should be acceptable. 18:48, 30 March 2011 (UTC)

[edit] Problem Sleuth

"The detective that can't leave his own office is the initial driver of the community-driven webcomic Problem Sleuth."

Okay, while I loved the Problem Sleuth comic, I have to question the validity of this as a reference. For one thing, there were so many weird and over-the-top aspects of that comic, and I don't really see a lot of that mirrored in Roomisode 1. The few things that Roomisode 1 and Problem Sleuth share are those that in both parody elements of point-and-click adventures in general and/or escape-the-room games in particular. Otherwise, I don't really see much in Roomisode that can be said to be a specific reference to Problem Sleuth.

For this reason, I propose that, apart from a compelling argument that there are in fact specific references in Roomisode, this reference be removed.

I will say, however, that Problem Sleuth is worth checking out if you're not familiar with it. 18:46, 30 March 2011 (UTC)

[edit] Super Punch Out

I was playing some Super Punch Out and the game over scene looked like the roomisode too. Should this be added? Tenerence Love  02:55, 25 June 2012 (UTC)

I doubt the Roomisode 1 game over is a reference to Super Punch-Out!!s game over. Besides Dangeresque gets sent to prison during the night which explains why everything is blue during the game over scene. Also TBC tend to only reference things from late 1980s and earlier. — Ngamer01 19:54, 26 June 2012 (UTC)
That's not entirely true. In fact, they have made numerous references to the Super NES. I'm not saying it's a reference, but it's not unreasonable to think it is. — Defender1031*Talk 20:17, 26 June 2012 (UTC)

[edit] glitch?

whenever I try to play the game, Dangeresque keeps reaching out to close the door, but I can't get him to close the door. help? TMBGLOVER 02:06, 13 November 2022 (UTC)

Cool username. I think the game is glitching because Ruffle does not support Actionscript 3, which the game runs on. Hope that helps. - HoveringSombrero (talk)
Thanks! I’ll use the old desktop Flash Player that I got off the Wayback Machine to run it later, since it worked for Main Page 24 also. I take it you’re also a They Might Be Giants fan! TMBGLOVER 15:14, 17 November 2022 (UTC)
Time keeps flying like an arrow... - HoveringSombrero (talk)
There’s a radio thing going on called They Might Be Playing They Might Be Giants. You should tune in! TMBGLOVER 18:29, 18 November 2022 (UTC)
Yeah I tuned in this morning. But then school happened. I'm planning on tuning in as soon as school ends. - HoveringSombrero (talk)
This discussion is getting off-topic, and the latest additions would be more welcome in the user talk space. The Knights Who Say Ni 01:25, 19 November 2022 (UTC)
so, while playing the game in the OFFICIAL desktop Adobe Flash Player, I tried to get the takeout container off of the window, and Dangeresque just... reaches to get it, and the animation loops. over, and over, and over, and over. The cursor switches to the time bomb, which means that this is at least a cutscene. so... is this supposed to happen, or is this a glitch that somehow exists in Adobe Flash Player 32 even though it supports ActionScript 3? I wanna be the TMBGLOVER too! 20:25, 21 March 2023 (UTC)

[edit] Potential Steam/itch version differences

Perhaps a bit preëmptive, but with a re-release coming soon, I was thinking: How should the differences between the Flash version and the Steam/ versions (assuming there will be some) be noted? In particular, if the glitches listed for the current Flash version are removed for the Steam and itch versions, should they be moved to Fixed Glitches with a note that the Steam and itch versions fixed it, or should they stay where they are and be indicated as "in the Flash version"?
With regard to the walkthrough and responses pages, there is precedent for that with Halloween Hide and Seek, so differences between the versions of this game could be dealt with in a similar way by indicating what actions or dialogue are exclusive to the new or old versions. DEI DAT VMdatvm center\super contra 19:47, 9 June 2023 (UTC)

Given the differences are almost entirely related to voice-over and graphical changes, then we should designate the differences between the Flash and Steam/Itch versions on the walkthrough and responses as they come. Any changes to Room-isode 2, that's more a trivia matter. Guybrush20X6 20:42, 9 June 2023 (UTC)

I've just started the game, but there are noticeable gameplay additions that change how the puzzles progress (e.g. there's now a locked file cabinet next to the safe, when you use the chair a different business card comes out). However the base puzzle — the three objectives to close the case — is the same. At least for the walkthrough, I suggest we simply append a "Triungulate version" section, similar to Halloween Hide & Seek Walkthrough#Version 2.0. For Fun Facts on this main article, I'm not as sure... I think just putting a "Note that some of the entries listed below only exist in the Triungulate version" disclaimer at the top of the section would be neatest. -- Bleu Ninja 22:59, 11 August 2023 (UTC)

Personal tools