1:53:00 Waving a gun around in front of a cop is about the norm in the USA. As long as you dont point it at the cops, you should be fine. I think its legal in the USA to carry a rocket launcher as well. (sigh) Some people's toys, ya know?
I llike that "Challenge is over" onto to Shark Shark. Awesome. Its nice to change in mid stream. Its why I llike your streams. Never can tell what will happen next.
~1:28:00 -- yeah, metel slimes might be down there (think they are closer to castlin, in the southwest corner of the map, though), but area is pretty dangerous down there, especially at only level 12. Looking ahead in the video, I think you survive though, so maybe it's fine, but I'd be really concerned to be down there without AT LEAST the magic armor (though the flame sword and large/magic shield from Castlin would have been nice haves to grind down there)
correction, seeing the gold man, so its the same mobs you WERE fighting. I guess the really bad stuff only appears closer to castlin then, and my memory was wrong (might be time to reconsider playing this game since it's apparently been a while for me)
~1:05:00 -- "sleep him?" -- I think your commentors are refering to the SNES speed run of the JP SNES port, and yeah, that's a VERY valid strategy (in that version) for speed running the game, but I'm not sure if it's as good a strat here in the unofficial intellivision port, or even the original NES, as sleep is pretty inaccurate on the NES version.
~2:07:00 -- "is that an intended mechanic of the game?" -- No, sadly. The NES DOES have a bug with not reseting the opened chest stack when you die in Garingham's grave or the lake Cave, but not one where you warp to it when you exist Tantagel after dying. EDIT: as a result, on the NES, there's a way to cheat the game into letting you look the Tatagel treasury infinitately till you have max gold, this is, once again, like sleep on the SNES (which looks pretty much as bad here on the Intellivision as I remember it being on the NES, so I feel less bad) used by speed runners.
~2:36:00 -- for mine, I'll probably use an adaptor that takes the rabbit ears in and the circular jack out and plus that into the circular RF jack port. My brother also bought one of those ones that takes the RF cord and outputs circular RF without the need for the switch box. We'll see if any of them works. My brother also bought alternate moded switch boxes as well in case one of those will also work.
~2:39:00 -- "I have to use a key again?" yeah, that's an intended mechanic, unfortunately. I would say this is due to limited NES memory, but the original MSX did this too, so I think this was "as designed". They didn't fix this until the second game when you got reusable keys.
~2:40:00 -- and yeah, that's another feature, and a VERY annoying one. I wish they'd kept a second castle like they did a second king's room that would be toggled to when you unlocked that door so you don't have to have 1 key left over to buy keys from the castle. (the third key shop in castlin does this too, which is REALLY obnovious)
~58:00 -- radiant spell acts like a torch and, at least in the NES version, gives a broader line of sight (all-be-it, you beat this already, so you probably already know ;) )
~1:11:00 -- you finished the game, so you already know this, but you could just walk arround Rimuldar from the broken bridge to get at the lady at the bottom of the screen (don't remember her saying much of note) and the key shop at the top. Sadly there is no walk on water spell in this game (I beleive later DQ games actually give this spell/ability, just not 1-3).
~1:24:00 -- "wonder if I can use the wings in the middle of a fight" -- in one of the later DQ games you can, and you can use it to flee from otherwise dangerous fights -- you'll be warped to town though, so it's of limited utility. Sadly 1 doesn't permit the usage of wings of wyvern in battle, and I DO beleive they are single use, but I'm not 100% as I tended to not obtain them as a kid playing the game as the return spell, when you get it, is a much more cost efficient way to quick jump back to the castle.
~53:46 -- since you finished the series, I think you figured it out, but that Dragon that murdered you dead was actually a boss monster that you stumbled into by mistake (I remember you needing a key to fight it, but I guess in this port you can run into it by accident). The dragon blocked the Princess (which I assume you found later on.) Also, the goldmen give TONS of gold, relatively speaking, but were probably not possible on this session without a significant amount of luck. Probably in the session after next you were able to kill them.
In the last 1/2 hour: Dizzy, Wolfenstein, and Centapede all appered to be running faster then they should have been, not sure why though. Could be an artifact of your tape/disk emulator? Or the difference in clock speed between your C64 and their original expected? Or could be a copy protection thing? In any case, you were right, you were looking for quick in/out experience in the last half hour and these didn't seem like good fits. I'm at Cybertron, so let's hope it works better (title animation at least looks better). Also shame the Hobbit and Apshai both turned into busts, oh well, maybe next time (whenever that ends up/ended up being)