Doom (GBA) Forum  /  Co-op Success and failures so far (Locked)
  AlexoAlexo

JRM and myself have been routing for co-op runs has been underway, but while many skips and time saves have been added in theory, success with Visual boy advance over the internet for multiplayer capabilities has hindered actual runs...

Here I have a list of what we are trying to get working for the first co-op run to be posted. Unless someone else submits a run prior to our current work, the Co-op Any% (1-21?) will still be removed.

WIP:
Even getting Visual Boy advance online (cringe)

Level 21 (House of Pain) crashes on LAN 2 Player co-op. If 2 players on the same Link fail this for ANY%, the run will only be level 1-21. Still needs further testing. Anyone able to test on real hardware? (I only have one cart)

Players DO NOT pick up keys other player pick up. This makes DOOM GBA a little trickier for routing key pick ups, and time saves.

Players must single file through doorways, and work together to clear rooms, which can make it even quicker then single player. We have derived terms 'Tank' and 'Key' player to describe different objectives each will want to focus on, and sometimes the roles will switch based on keys and switches required.

Here is our level 5 (Central Processing) Route currently (One of the more complex)

Key player will grab the Red key, while tank player focuses on jumping below the blue key. Key player will pick up the blue key, and head to the door normally, key will activate the falling platform near the yellow key. Tank will switch to key at this point., going for the platform that just fell, grabbing yellow, and dropping the tunnel for the tank (previously key) player.

Tank player takes the now open tunnel secret, key player continues on Solo route. As Key reaches the switch door before the final room, Tank player will have already clicked the lever at the top of the stairs. Switching the roles again as key player will become tank player again, rushing in to get the switch in the final room. while getting the switch, the player behind them can easily walk to the exit a bit faster, changing roles on final time, right as the door is activated for the exit room!

Switching roles through out a level can easily save 6-10 seconds for every level, if both players understand the switching of the Key and Tank roles, if we could just figure out linking properly, or even see the game past 21/23 levels in co-op, it would be an interesting team work run for sub 16. 🙂

 
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