Comments
thread: Gun-Nac
RussiaX.White4 years ago

Ah, it's actually quite simple. It changes how fast you can position yourself on the screen. In other words, movement speed. 1 has the slowest speed and is easier to use to move to a certain spot. Or to follow bosses and sub-bosses, because they are usually slow. 2 and 3 are kind of middleground. 4 is the fastest and is most difficult to control, since it is easier to bump into enemies. I personally find it useful for area 1 mid-boss and area 6 mid-boss and boss.

thread: Gun-Nac
RussiaX.White4 years ago

Uh, hello. It's X.White again. Since there's big20 event on boNES with this game in it, I've been reminded of some unfinished business here.

So, for some time I thought that there's some random difficult pattern for blue and yellow round guys which give bonuses and power ups etc [they're called Landers I think?]. But at one point it came to me that the pattern might be a fixed one [shoutouts to Koh1fds for that], which came out to be true. And it goes like this:

money-rBomb -money-powerup-money-powerup-money-Tbomb-money-powerup-money-powerup-money-rBomb-money-SBOMB

money-rWeapon-money-powerup-money-powerup-money-Wbomb-money-powerup-money-powerup-money-rBomb-money-SBOMB

money-rBomb- money-powerup-money-powerup-money-Fbomb-money-powerup-money-powerup-money-rBomb-money-SBOMB

money-Wings- money-powerup-money-powerup-money-Bbomb-money-powerup-money-powerup-money-rBomb-money-SBOMB

After that, the cycle repeats itself. It is actually a string of 16 items that is repeated 4 times but with minor changes. Not sure if it is clear what all those things mean, but "r" stands for powerups that change. The blue ones. I don't know if it is score depended, but there's an in-game counter that rises its value by every enemy/item you kill/get. And after a set amount of points you get the bonus. Except some, it seems they are fixed in area.

And with that you can create your own ideal bonus pattern fot the game [I couldn't and still can't]. It is probably useful for the novice difficulty run only, but why not? Btw, keep in mind, "landers" appear on the opposite side of the screen where your spaceship is. Just like some enemies. Thx&GL

xenkaroshi likes this
RussiaX.White5 years ago

I wasn't sure if I should post it here or in "any more glitches" topic, but since it has to do with airwalking - here's the unusual encounter of the glitch I got during my practice [hence starting from a savestate and rewinding]

RussiaX.White5 years ago

Well, I thought rules like no turbo, no 50 lives code, no savestates etc. were quite obvious and prohibited on all [at least] nes games here. But I see Contra and Super C mention it, so may be I should include it in the rules too.

RussiaX.White5 years ago

And another instance of the same glitch. Sadly on the same level. Gladly - on the first try!

BootlegPickle likes this
RussiaX.White5 years ago

Until deciding on a category, consider that in NES Tetris you can get up 24k points for tetris (on a highest speed), but don't really get much score from droping any piece no matter what level. While in Tengen Tetris, you get 2,5k points for tetris no matter what level or handicap you choose, but, unlike NES Tetris, most of the points are gained by droping a piece (depending on level, "altitude" of the piece where it drops and something I haven't figured out yet - up to 999 points for a single drop)

RussiaX.White5 years ago

I wonder if it's different from the original Super C, but it goes something like this: M - 1dmg per bullet S - 1dmg per bullet (5 bullets per shot) F - 2dmg per bullet L - 2 dmg per "bullet" (5 "bullets" per shot) The point is, if one can mash fast, F would probably be the best solution. L, on the other hand, would be quite handy since one usually shoots bosses while in air mid-jump, so falling down after a jump could be used as recovery time for laser shot (since it is quite slow compared to F or M).

Also, keep in mind that this game lags as hell, so M may be used in TAS to reduce some lag, which I see as pointless in real time strats.

BootlegPickle likes this
RussiaX.White5 years ago

How do you come up with this stuff?

Can't say that I know how you did it, but it feels like Aladdin hit the edge of the first platform, zipped through it to negative X coordinate to get out from the other side of the screen. Not sure if this is useful, but looks really nice.

RussiaX.White5 years ago

So, basically, what you mean is to clear all the field completely on handicap 12? Or is it something else?

RussiaX.White6 years ago

...It seems that Moderator doesn't check forum or something?

RussiaX.White6 years ago

So, since this game has an interesting game mode, which is cooperative, I think this would be a good idea to add a coop category, on condition to clear 100 lines in total for two players (that is 50 for each player; 75 for one and 25 for another; 99 and 1 etc.)

What do you think about it?

Neural89 likes this
thread: Gun-Nac
RussiaX.White6 years ago

Introduction: I think all of this would be useful for improving runs, but I can't really call it a guide since it doesn't provide any kind of step-by-step actions but rather gives in-game information that is, well, not on surface.

[If someone would be kind enough to make all of this info comfortable to read and appropriate to be a guide in future, it would be greatly appreciated (by me, at least)]

Now to the point, it's obvious that any enemy in the game has health points(or HP), and any of the player's weapon can deal some amount of damage. And it feels natural to go by weapon that has proven itself powerful enough at SOME point of the game. But this one is not so linear.

First of all, it doesn't matter how many times weapon (or bomb) is upgraded (or if not even upgraded at all), the damage per shot is ALWAYS the same (except weapon 2 in Novice for some reason, depends on weapon level and turbo power rank - the more the better - in chart it shows maximum possible). Secondly, weapon damage as well as bomb damage varies from boss to boss. And this is where it all starts:

I decided to divide this chart in two parts: Novice difficulty (1) and Intermediate/Advanced/Expert (2/3/4) for the reason of being easier to read; and 2,3,4 levels of difficulty don't really differ beside of enemies' HP. Ofcourse, the only part of this game that matters for speedrunning is boss fights, so here are bosses' hps as well.

https://puu.sh/zLgIY/7c8cf0d45a.png

https://puu.sh/zLFbk/2b59b74d83.png

///some numbеrs are highlighted for the sole reason of me not being really sure, sometimes it's difficult to land a direct hit ///Area8 sub-boss2 was once encountered with hp being above usual (84 vs 76). The reason for this is unknown for me. Still, mostly it goes by 76 hp ///area3 sub-boss has two phases - the one with hands and without them. Body and hands (each hand) have the same amount of hp, but hands seem to have no invincibility time (destroyed pretty fast), so I didn't bother to include it in chart. ///It is possible to make a double damage with weapon 5 in one shot if being at right position. It still counts as 2 shots, so given invincibility time it's quite difficult to pull off ///I did a "full rundown" for Novice and Expert difficulties, but for others two I did it only for a few weapons and bombs to see that they are no different from Expert difficulty damage, so I assumed everything else is the same. If there's a chance I could be wrong, let me know (at some point I'm going to check it though)

I don't think there's a point in overanalyzing this chart - I mean, numbеrs are pretty obvious now so to make a route a bit more optimal. What isn't that obvious is that almost any boss has frames of invincibility (which COULD vary though), which means that button mashing isn't really going to help much. Another thing that comes from it is there could be cases when bomb is active so the main weapon is 1 (usually deals 2 damage points), which could be weaker than bomb damage. So it's usually better to not shoot at boss while bomb is active (true for fast types of bombs like F or W; T if upgraded) to not make boss invulnerable to higher damage from a bomb.

P.S. I guess that invincibility frames could be of some use, but I'm not really sure about that. I'm still thinking that measuring damage per cycle or damage per seconds (depends on type of bosses) can be a bit more interesting information than damage per hit, but some raw data is still useful. So, till next time!

RussiaX.White6 years ago

I hope it's fine to use this thread to store some glitches that didn't find its use in speedruns. For example, I have this one

which probably could save a jump. And yes, mechanics of this are unknown.

RussiaX.White6 years ago

Edit: it seems that I was wrong, and the TAS run is at tasvideos, my bad

RussiaX.White6 years ago

Somehow game can't read that player is dead after being hit with the staff (that's why it should be done on the last hp). So after that the staff zaps the player, making hp go below 0 (which is 8 ). Game freaks out and decides that it's time to skip to the next level. Sadly, I have no knowledge from the programming point of view, so can't explain it in depth.

RussiaX.White6 years ago

Sadly, I have no particular strategy for this glitch (that's why in my last run I got it in like 6 tries compared to 2 in previous one). My guess would be that it has to do with some kind of perfect pixel or something, but in TAS they got it on the 2nd try, so I can't really be sure.

Funny thing is that it's possible to do this glitch on any of those flying "pot" things. And probably even non-flying, but this last one I can't confirm for sure.

About X.White
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Tengen Tetris (NES)
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Magical Pop'n
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Ultimate Mortal Kombat 3
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