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Dangerous Dave
Dangerous Dave
from Wikipedia

Dangerous Dave
DeveloperJohn Romero
PublisherSoftdisk
PlatformsApple II, MS-DOS, iOS, Windows
Release1988
GenrePlatform
ModeSingle-player

Dangerous Dave is a 1988 platform game by John Romero. It was developed for the Apple II and MS-DOS as an example game to accompany his article about his GraBASIC, an Applesoft BASIC add-on, for the UpTime disk magazine.

Gameplay

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The Apple II version of the original Dangerous Dave

The object of the game is to collect gold trophies to move on to the next level. Since the original 1988 publishing of Dangerous Dave on UpTime, there have been three sequels and three ports of the original to other platforms.

The idea for Dangerous Dave came to John Romero under the influence of Super Mario. There are similarities between the two games, such as the secret levels, the level design, the monsters, and the jumping. According to Romero, he was "on purpose trying to make a Mario game".[1] The mission is to guide Dave through ten levels, collecting trophies in the hideout of his enemy, Clyde. Romero says that among all Dangerous Dave sequels Dangerous Dave in the Haunted Mansion is "the best Dave ever created".[2]

In 2008, Dangerous Dave in the Haunted Mansion was ported to cell phones.[3]

Games

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  • Dangerous Dave in the Deserted Pirate's Hideout, 1988, Apple II, 6-color, UpTime (the original)[4]
  • Dangerous Dave, 1990, DOS (CGA, EGA, VGA), Softdisk (DOS version of the 1988 original)
  • Dangerous Dave in Copyright Infringement, 1990, DOS, EGA, non-published (the demo that launched Commander Keen and id Software)
  • Dangerous Dave GS, 1990, Apple IIGS, never completed (IIGS version of the 1988 original)
  • Dangerous Dave in the Haunted Mansion, 1991, DOS, EGA, Softdisk
  • Dangerous Dave in Trophy Trouble, 1991, Apple II, 16-color, Softdisk (16 color port of the 1988 original)[5]
  • Dangerous Dave Returns, 1992, Apple II, 16-color, Softdisk
  • Dangerous Dave's Risky Rescue, 1993, DOS, EGA, Softdisk
  • Dave Goes Nutz!, 1993, DOS, EGA, Softdisk
  • Dangerous Dave Goes Nutz!, 1995, Apple II, 16-color, Softdisk
  • Dangerous Dave Pack (compilation), 2012, Windows, Softdisk Publishing
  • Dangerous Dave in the Deserted Pirate's Hideout, 2015, iOS, Alfonso Romero[6]

Post-Romero games

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Dangerous Dave's Risky Rescue

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Dangerous Dave's Risky Rescue (known informally as Dangerous Dave 3) was published by Softdisk in 1993, and is the first Dangerous Dave game to not be programmed by John Romero. This is because he, John Carmack, Adrian Carmack and Tom Hall had left Softdisk by this point to form id Software. It was followed by a sequel, Dave Goes Nutz!, which shares similar gameplay elements.

Like the previous title, Dangerous Dave is on a mission to save his little brother Delbert, this time from the evil "Dr. Nemesis" (who is also the main antagonist in Softdisk's Catacomb franchise).

Dave Goes Nutz!

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Dave Goes Nutz! (known informally as Dangerous Dave 4) was published by Softdisk in 1993 for. It continues from Dangerous Dave's Risky Rescue, where Dangerous Dave is on a mission to save his little brother Delbert, from the evil "Dr. Nemesis" (who is also the main antagonist in Softdisk's Catacomb franchise). The game takes place within a psychiatric hospital filled with zombies.

Reception

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Dangerous Dave's Risky Rescue was reviewed in 1993 in Dragon #200 by Sandy Petersen in the "Eye of the Monitor" column. Petersen gave the game 2 out of 5 stars.[7]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Dangerous Dave is a series of platform video games created by American designer , originating as a 1988 Apple II title developed as an example program to demonstrate his GraBASIC compiler in UpTime magazine. The series features the titular protagonist navigating side-scrolling levels filled with enemies, obstacles, and collectibles, drawing inspiration from games like Super Mario Bros. while emphasizing challenging gameplay mechanics such as precise jumping and enemy avoidance. The franchise began with Dangerous Dave in the Deserted Pirate's Hideout in 1988 for the , where players control Dave as he explores pirate-themed environments to collect keys and defeat foes. This initial release, developed under Romero's company Talented Software, marked an early milestone in his career and evolved into multiple sequels across , , and other platforms through the early 1990s. Key entries include Dangerous Dave (1990, PC), which introduced smooth-scrolling techniques and served as a demo that helped establish ; Dangerous Dave in the Haunted Mansion (1991, PC), programmed by with design input from ; and Dangerous Dave's Risky Rescue (1993, PC), focusing on rescue missions in hazardous worlds. Additional sequels such as Double Dangerous Dave (1991) and Dangerous Dave Returns (1992) expanded the series on platforms. Subsequent titles like Dave Goes Nutz! (1993, PC) and Dangerous Dave Goes Nutz! (1995, Apple II) expanded the series with varied themes, including acorn-collecting adventures and unfinished projects such as Dangerous Dave GS for the Apple IIGS. The series comprises ten games and prototypes in total, eight of which were released, influencing Romero's later work on groundbreaking titles like Wolfenstein 3D and Doom. The games are celebrated for their role in early PC gaming history, with modern re-releases available through platforms like GOG.com, preserving their legacy as freeware classics.

History

Origins and Creation

Dangerous Dave originated in 1988 when John Romero developed the game as a demonstration for his GraBASIC programming tool, an Applesoft BASIC extension designed to enhance graphics capabilities on the Apple II. The project was created as part of a series of articles Romero contributed to UpTime magazine, a disk-based publication for Apple II users, where he showcased GraBASIC's features through practical examples. At the time, Romero was freelancing while having recently co-founded his second game development company, Inside Out Software, marking an early milestone in his career focused on educational and shareware titles for personal computers. The game, titled Dangerous Dave in the Deserted Pirate's Hideout, featured side-scrolling platforming inspired by Super Mario Bros., but adapted to a desert pirate adventure theme where the protagonist, Dave, navigates treacherous environments to collect stolen gold trophies from the hideout of his , Clyde. Romero coded and designed the title single-handedly over approximately one month, utilizing six-color graphics to create a challenging yet accessible experience that highlighted GraBASIC's potential for game development. Released initially for the and ProDOS, the game consisted of 10 levels filled with obstacles, enemies, and power-ups, including secret levels accessible via warp zones reached by jumping off the screen edges in specific stages. In 1990, following Romero's move to in 1989, the company published an port under its Gamer's Edge label, broadening the game's reach to PC users and setting the stage for further installments in the series.

Series Evolution and Romero's Departure

Following the success of the original Dangerous Dave, the series expanded under Publishing in the early 1990s, with and his collaborators at the forefront of development. In 1991, Dangerous Dave in was released for , marking a significant evolution in the franchise as it introduced enhanced graphics, a weapon for combat against enemies, and 8 levels set in a gothic mansion environment. Developed by the nascent team while still under contract with , the game utilized an advanced side-scrolling engine that served as a direct prototype for the technology later employed in id's series, demonstrating Romero's growing expertise in fast-paced platforming mechanics. The series also saw continued growth on the platform during 1991–1992, driven by 's disk magazine distribution model. Dangerous Dave in Trophy Trouble, released in 1991 as part of issue #115, featured double-resolution 16-color graphics and new levels focused on retrieving stolen trophies, building on the original game's core loop while showcasing Romero's influence in level design. This was followed by Dangerous Dave Returns in 1992, which incorporated additional levels crafted by developer Jay Jennings, further extending the iterations with refined visuals and challenges tailored to the hardware's capabilities. Romero's direct involvement extended to experimental variants, such as the 1990 parody Dangerous Dave in , a non-published tech demo created with and that reimagined Dave in a -inspired world, highlighting the team's innovative engine work that accelerated their transition from projects. Amid these releases, uncompleted projects underscored the rapid pace of development at Softdisk. Dangerous Dave GS, an intended 1990 port for the Apple IIGS led by Tom Hall, was abandoned due to shifting priorities, reflecting the constraints of the era's hardware and the team's expanding ambitions. Romero's tenure at Softdisk culminated in his departure in February 1991, when he co-founded id Software alongside Carmack, Hall, and Adrian Carmack on February 1, effectively ending his hands-on role in the Dangerous Dave series. This move, prompted by frustrations with Softdisk's structure and the success of internal demos like Copyright Infringement, pivoted Romero toward first-person shooter development, with Haunted Mansion representing a key bridge in his career from 2D platformers to groundbreaking 3D titles like Wolfenstein 3D. Although id continued fulfilling Softdisk contracts through 1991, Romero's exit marked the close of the Romero-era expansions, shifting the series' future to other developers.

Gameplay

Core Mechanics

Dangerous Dave is a , with flip-screen levels in the original Apple II version and side-scrolling in later ports, where players control the protagonist through levels using basic movement and combat mechanics. Mechanics vary by title and platform, with the original featuring flip-screen navigation and basic , while sequels introduce scrolling and additional weapons. Controls include or for running left and right, up arrow or equivalent for to navigate platforms and avoid pitfalls, and Ctrl for a to eliminate threats. These mechanics emphasize precise timing for hopping across varying heights and horizontal traversal, with shooting providing a defensive option against oncoming foes. The primary objective across the series is to collect the gold trophy (with additional ones for bonus points) while reaching the exit, often requiring exploration of secret areas to gather all items for maximum scoring. Enemies such as spiders, orbs, and other foes patrol levels and must be avoided or defeated through shooting, as contact results in damage. Players begin with three lives, losing one upon enemy collision, falling into hazards like or , or other fatal encounters; depletion of all lives leads to a and level restart. Power-ups enhance survivability and mobility, including temporary jetpacks activated by keys like 'Alt' that allow flight and diagonal ascent to access elevated areas. Early titles lack a save system, forcing complete playthroughs in one session, while sequels like introduce a password system for resuming progress at specific levels. Later games introduce minor variations, such as shotguns replacing pistols for stronger firepower.

Level and Enemy Design

The levels in the Dangerous Dave series consist of platforming stages characterized by multi-layered platforms, ladders for , and bottomless pits or falls as primary hazards, requiring precise and timing to progress. The original 1988 game features 10 main levels set in a deserted pirate's hideout theme, where players navigate interconnected rooms and corridors to collect trophies while avoiding obstacles. Sequels expand on this structure with 10 levels per game, incorporating diverse themes such as haunted mansions filled with eerie corridors and supernatural elements, or cartoonish urban and outdoor settings in later entries like Dave Goes Nutz!. Enemy designs emphasize variety in movement patterns to challenge player reflexes, including ground-based foes like spiders that patrol in circular paths while firing projectiles, and walking or hovering entities such as and orbs that advance steadily toward the player. Flying enemies add aerial threats, exemplified by fast-moving and orbs that deliver instant kills on contact, cloud-like entities, brown UFOs that swoop in patterns, and bats or birds in mansion-themed sequels. Environmental complement these foes, featuring instant-death elements like water pits, lava flows, fire bursts, spike-like weirdweeds, and illusory or collapsing platforms that demand careful pathfinding. Across the series, difficulty escalates in sequels through faster enemy speeds and denser hazard placements, such as quicker orb pursuits or more erratic flying patterns. Secret elements enhance replayability, with hidden warps to bonus levels accessible via precise jumps to out-of-bounds areas or by collecting all treasures in a stage without dying, leading to additional challenges like the four bonus areas in the original . These warps, often tucked behind environmental tricks like tree climbs or wall exploits, reward exploration and can skip sections or unlock high-score multipliers. Boss encounters are rare, typically limited to end-of-game confrontations in select titles, though the original focuses more on cumulative enemy waves rather than dedicated fights.

Games

Romero-Era Titles

The Romero-era titles encompass the foundational entries in the Dangerous Dave series, developed or directly overseen by from 1988 to 1992, primarily for and platforms. These games established the character's platforming roots, evolving from simple maze explorations to more advanced side-scrolling adventures that tested early engine technologies at and . Romero's hands-on programming and design emphasized run-and-jump mechanics, trophy collection, and enemy avoidance, laying groundwork for his later innovations in gaming. The series began with Dangerous Dave in the Deserted Pirate's Hideout in 1988 for the , a foundational where players guide the titular character through a pirate-themed hideout to recover stolen trophies from his rival, Clyde Cooper. Developed by Romero in just one month as an example game for his GraBASIC programming article in UpTime magazine, it featured basic run-and-jump gameplay inspired by classics like Super Mario Bros., with ten levels of maze-like navigation, hidden secrets, and enemy encounters such as rats and snakes. This title introduced Dave's iconic purple jumpsuit and green hat, marking Romero's early foray into character-driven . Ports followed to and ProDOS, broadening its reach. In 1990, Romero oversaw the MS-DOS port of Dangerous Dave, which retained the core pirate hideout structure but included minor graphical enhancements like improved animations borrowed from Ultima V, such as effects. Released as part of Softdisk's inaugural Gamer's Edge disk alongside Catacomb, it was developed in about one month and shifted the theme toward in a more generalized adventure, emphasizing higher-resolution visuals for PC users while preserving the original's puzzle-platforming essence. This version, also known as Dangerous Dave in Trophy Trouble in some contexts, highlighted Romero's adaptation skills across hardware. That same year, Romero collaborated on Dangerous Dave in Copyright Infringement, a satirical MS-DOS demo created in six hours by him, John Carmack, and Tom Hall to showcase a smooth-scrolling EGA engine mimicking Super Mario Bros. 3 levels. As a variant mocking potential Nintendo legal issues over similarities, it represented an innovative leap—the first PC game with fluid side-scrolling—testing technology that directly influenced id Software's formation on September 21, 1990. Though never commercially released, it underscored Romero's push for technical boundaries in platformers. The 1991 MS-DOS release Dangerous Dave in the Haunted Mansion marked a significant evolution under Romero's direction at id Software, transforming the series into a gothic platformer where Dave rescues his brother Delbert from a monster-filled mansion using a shotgun for 8-directional combat. Featuring 16 levels with loot-filled closets, advanced enemy AI, and death animations by Adrian Carmack, it was developed in under two months using an early version of the Commander Keen engine, serving as a key testbed for id's capabilities. Distributed via Softdisk but also through Apogee's shareware model—with the first episode free and subsequent ones paid—it became a commercial hit, selling thousands of copies and demonstrating the viability of episodic distribution. This was the last Dangerous Dave title directly involving Romero and id Software. For the in 1991, contributed to Dangerous Dave in Trophy Trouble, a double-resolution (16-color) emphasizing trophy hunts across adapted PC levels from the original series. Originally titled Double Dangerous Dave by , it was renamed by editors and included new mechanics like enhanced resolution for sharper visuals and more intricate level designs, stemming from a coding contest won by Carmack. This entry refined platforming precision on the aging hardware, focusing on exploration and collection without major narrative shifts. The final Romero-influenced title, Dangerous Dave Returns for in 1992, built on prior entries with refined mechanics, new levels designed by Jay Jennings, and improved enemy behaviors in a ProDOS environment. Released by , it emphasized smoother controls and trophy-based progression, serving as a capstone to Romero's early work on the character before his focus shifted to 3D shooters. This game polished the series' core loop of platforming challenges and secrets, maintaining the lighthearted adventure tone.

Post-Romero Titles

Following John Romero's departure from Softdisk in 1991, the company produced additional Dangerous Dave games through its internal development teams, including Gamer's Edge, maintaining the series' platforming focus while introducing new rescue narratives and level designs. Dangerous Dave's Risky Rescue, released in 1993 for MS-DOS, marks the first entry without Romero's involvement. Developed by Gamer's Edge and published by Softdisk, it is a side-scrolling platform adventure in which Dave must traverse Dr. Nemesis' castle to rescue his kidnapped brother Delbert, battling creatures like wolves, bats, and spiders using a shotgun with limited ammunition that requires collection throughout levels. The game spans 11 stages plus two boss arenas, emphasizing precise jumping, enemy avoidance, and gore-filled death animations for a macabre tone distinct from earlier titles. Producer and designer Greg Malone led the project, utilizing an engine derived from prior Softdisk works. Later that year, released Dave Goes Nutz! for , continuing the rescue motif with Dave infiltrating a mental hospital to save Delbert from Dr. Nemesis once more. Developed internally by with level design by Stephen Vekovius, it features nine themed areas filled with platforming challenges, where Dave dodges hazards and defeats undead enemies such as zombies, syringe-wielding nurses, and knife-throwing patient trolleys using collected weapons. The game adopts a more cartoonish and humorous style compared to its predecessor, with brighter EGA graphics and absurd enemy designs that contribute to a lighter, sillier atmosphere amid the action. In 1995, ported the game to the as Dangerous Dave Goes Nutz!, adapting it for the platform's hardware limitations with 16-color visuals and adjusted controls optimized for keyboard or joystick input. Developed by Peter Rokitski and distributed via magazine issues, the port retains the core mechanics and nutty, chaotic themes but includes platform-specific tweaks like simplified level scaling to fit the 's resolution and memory constraints.

Compilations and Modern Ports

In 2012, Softdisk Publishing released the Dangerous Dave Pack as a digital compilation for Windows, bundling four original titles from the series: Dangerous Dave in the Deserted Pirate's Hideout, Dangerous Dave in the Haunted Mansion, Dangerous Dave's Risky Rescue, and Dave Goes Nutz!. The pack utilized DOSBox emulation to ensure compatibility with modern systems, allowing players to experience the DOS-era games without additional setup. This re-release made the early entries accessible on Windows 7 and later versions, preserving the core platforming mechanics of jumping, shooting, and collecting keys across levels. In 2015, Alfonso Romero—brother of series creator —developed and published Dangerous Dave in the Deserted Pirate's Hideout for devices via the . This mobile port faithfully recreated the 1988 original, adapting its side-scrolling levels and enemy encounters for touch controls while enhancing visuals with support and adding a new soundtrack without introducing new content or levels. Initially priced at $0.99, the app focused on maintaining the classic rampage against the bully Clyde to reclaim stolen trophies, compatible with 6.0 and later. As of 2025, no official ports of Dangerous Dave exist for Android or modern consoles, though the games are widely available as on archival sites for emulation purposes. Fan-made adaptations, such as NES ports, have appeared unofficially, but these lack endorsement from original developers or publishers.

Reception and Legacy

Critical Reviews

The original Dangerous Dave (1988), released as a niche title for the via the UpTime disk magazine, received limited contemporary critical attention but was later praised in user retrospectives for its simple, addictive platforming fun and clever secret levels. On , it holds an average user score of 3.5 out of 5 from 31 ratings, with reviewers highlighting easy controls and humorous elements while noting simplistic graphics and high difficulty as drawbacks. Dangerous Dave in the Haunted Mansion (1991) fared better in contemporary reviews, earning acclaim for its model and fast-paced action as an early effort. A Computer Gaming World reviewer described it as "a blast" and awarded it a , praising the smooth gameplay and monster designs. However, some criticized its short length and absence of a save feature, which increased on tougher levels. users rate it 3.6 out of 5 based on 32 ratings, commending the improved graphics and replayability but echoing concerns over boss difficulty. The 1993 titles received more mixed responses. Dangerous Dave's Risky Rescue was faulted in magazine's "Eye of the Monitor" column for repetitive level design and excessive gore, receiving 2 out of 5 stars from reviewer . User scores on average 3.3 out of 5 from 12 ratings, with positives for detailed visuals and added sound effects offset by complaints of unfunny humor and over-the-top violence. Dave Goes Nutz!, the series' fourth entry, drew criticism for technical issues like screen jerking and limited boss variety, earning a low 2.5 out of 5 on from 6 ratings despite praise for its engaging rescue storyline and shotgun mechanics. Retrospective analyses in the 2020s, aggregated on platforms like , emphasize John Romero's early design talent and the series' role as a precursor to elements through its fast action and level progression, with no aggregates available due to their age. The compilation pack, including remastered versions, scores 4.2 out of 5 from 22 user reviews as of November 2025, reflecting enduring appeal for nostalgic players.

Cultural Influence

The Dangerous Dave series marked a crucial phase in John Romero's career, bridging his early work in 2D platformers at to the revolutionary first-person shooters that defined . Developed as demonstration titles, games like Dangerous Dave in the Haunted Mansion (1991) highlighted Romero's level design and programming talents, which directly informed the founding of in 1991 and the transition to 3D gaming with (1992) and Doom (1993). The lukewarm reception to Dangerous Dave at , where Romero pitched it alongside prototypes, ultimately motivated his departure to form , accelerating the shift from side-scrolling adventures to immersive 3D environments. The series also helped pioneer the shareware model of episodic distribution, offering initial levels for free to hook players and drive full-version sales through Softdisk's Gamer's Edge program. This innovative approach, first implemented with the 1990 MS-DOS version of Dangerous Dave in the Haunted Mansion, demonstrated the viability of freeware promotion for PC games and inspired Apogee Software's later strategies, which propelled id's titles like Commander Keen to widespread success and evolved into the business model of 3D Realms. In the 2020s, Dangerous Dave has seen renewed interest as a nostalgic artifact of early , with retro reviews emphasizing its technical innovations like flicker-free animation via page flipping, which later built upon for FPS experimentation. The game holds cult status in retrogaming communities for its simple yet challenging platforming, evoking 1990s PC memories, though it lacks major adaptations into other media. Its influence extends to select indie platformers drawing from MS-DOS-era aesthetics, such as those emulating its side-scrolling mechanics and enemy designs.

References

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