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Forum: Gun-Nac Thread: A guide...kind of? Started by: X.WhiteX.White (edited: ) |
Ah, it's actually quite simple. It changes how fast you can position yourself on the screen. In other words, movement speed. |
Forum: Gun-Nac Thread: A guide...kind of? Started by: X.WhiteX.White |
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 |
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Forum: Aladdin (Hummer Team) Thread: Air walking (tentative name) Started by: BootlegPickleBootlegPickle |
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] |
Forum: Super Contra 7 Thread: Autofire vs no autofire categories. Started by: BootlegPickleBootlegPickle |
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. |
Forum: Aladdin (Hummer Team) Thread: Air walking (tentative name) Started by: BootlegPickleBootlegPickle (edited: ) |
And another instance of the same glitch. Sadly on the same level. Gladly - on the first try! |
BootlegPickleBootlegPickle likes this. |
Forum: Tengen Tetris (NES) Thread: Category Request Started by: [Deleted user] |
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. |
Forum: Super Contra 7 Thread: Do we know the damage values for the weapons? Started by: BootlegPickleBootlegPickle |
I wonder if it's different from the original Super C, but it goes something like this: 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. |
BootlegPickleBootlegPickle likes this. |
Forum: Aladdin (Hummer Team) Thread: Air walking (tentative name) Started by: BootlegPickleBootlegPickle |
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. |
Forum: Tengen Tetris (NES) Thread: New category (request) Started by: kinchokincho |
So, basically, what you mean is to clear all the field completely on handicap 12? Or is it something else? |
Forum: Tengen Tetris (NES) Thread: A request for a coop run category? Started by: X.WhiteX.White |
...It seems that Moderator doesn't check forum or something? |
Forum: Tengen Tetris (NES) Thread: A request for a coop run category? Started by: X.WhiteX.White |
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? |
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Forum: Gun-Nac Thread: A guide...kind of? Started by: X.WhiteX.White (edited: ) |
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. ///some numbеrs are highlighted for the sole reason of me not being really sure, sometimes it's difficult to land a direct hit 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. |
AkashicRecord77AkashicRecord77, ANGEL_UNDEADANGEL_UNDEAD and |
Forum: Aladdin (Hummer Team) Thread: Any more glitches other than airwalk, Jafar instakill? Started by: BootlegPickleBootlegPickle (edited: ) |
I hope it's fine to use this thread to store some glitches that didn't find its use in speedruns. which probably could save a jump. And yes, mechanics of this are unknown. |
Forum: Aladdin (Hummer Team) Thread: Air walking (tentative name) Started by: BootlegPickleBootlegPickle (edited: ) |
About "any of them". I've got that same glitch on the pre-last level, at the moment where there's the second moving platform and "pot" comes down from the top. Also, on the first and second levels I've got "stuck" while jumping at some of them (I didn't know about that glitch back then, so I didn't test it out, can be that or can be something else). So yeah, there's a lot of things to look at. Edit: it seems that I was wrong, and the TAS run is at tasvideos, my bad |
Forum: Aladdin (Hummer Team) Thread: Instakill Jafar Started by: BootlegPickleBootlegPickle (edited: ) |
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. |
Forum: Aladdin (Hummer Team) Thread: Air walking (tentative name) Started by: BootlegPickleBootlegPickle |
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. |