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United Statesguido231 month ago

They start with five bison to your three, and immediately gang up to destroy one of your bison, so, by the time you take your first turn, you are down 5-2 in tanks! I've tried a number of strategies to lure them into support disadvantages, but they can always win the war of attrition. What do you think, is there any strategy that can win this map as the Axis? Or is it totally impossible regardless of RNG?

United Statesguido232 months ago

We finally have runs for all 32 maps as the Allies, so I added a category for playing as the Axis. Hold down Select while entering the map name, and enjoy all those Hunters!

United Statesguido233 years ago

Here is a video I made to elucidate some weird punching behavior in China Warrior. After playing it for 31 years, I would really love to better understand the underlying punching mechanics so please chime in if you have any better info about how these work.

China Warrior is notorious for how hard it is to pull off the "Super Punch" consistently by simultaneously pressing Right and I. At 1:18 I start trying to Super Punch the boss and, after six attempts, finally land one at 1:30.

At 1:46 I demonstrate that the Super Punch can consistently work by letting yourself be hit 2x and then pressing I.

At 3:36 I also demonstrate something I call a "Machine Gun Punch" that I have never seen referenced elsewhere. It is accomplished by letting yourself be hit 3x and then pressing I.

United Statesguido233 years ago

Would it be worthwhile to add a 100% category that includes the Kraken boss?

United Statesguido233 years ago

Are there any maps of the Keith Courage underworlds? I have searched online but haven't found any. If not, how would one go about creating them?

United Statesguido233 years ago

As far as I can tell there are currently only a couple of categories:

  1. any% for the entire first 16 stages
  2. any% for the first 16 individual stages

PrincessRescuer made a good suggestion about including a Charlie category and Annihilation category and of course we should include stages 17-32 - both in entirety and individually.

That would leave us with 32 individual stages, 1-16 in entirety, 17-32 in entirety, and(?) 1-32 in entirety (That would be one massive marathon - maybe better for a relay?), each with an any%, Charlie, and Annihilation category. In most cases any% and Charlie will be the same but I can't remember if that's always the case - there may be some stages that require Annihilation or where Annihilation is faster.

As broad and wide-ranging as this game is, I would guess that some stages would lend themselves to some funky categories, e.g. beating the stage without using any aircraft, or beating the stage without taking over any factories, etc. Also, would we be open to introducing any categories where time isn't the goal? Is that even possible? I'm thinking something like maximizing kill ratio.

No offense taken if this isn't of interest to anyone here but I'm hoping at least to seed a conversation.

United Statesguido233 years ago

If we really want to foster collaboration in this game, I thought it might be helpful to agree on a set of norms for defining strats for each level. As a starting point for discussion - but with no pride in authorship - I might propose the following Chess-like norms:

  • We refer to each hex tile with coordinates (Horizontal, Vertical) with the top-left tile being (0,0). This is a little clunky since some maps align more horizontally while others align more vertically, but I think it would suit our purposes. I've never played other hex tile games, though, so perhaps there are other coordinate systems that are more commonly used for them?
  • We give each unit on a map a unique designation. E.g. it could be Charlie-1, Charlie-2, etc. If we wanted to get a little more granular, we could add prefixes to differentiate between Player, Computer, and Neutral units, e.g. P-Charlie-1, E-Bison-1, N-Hunter-1, etc. If we go this route, I would propose leaving units with their original designation even after they have been captured by Player or Computer to avoid confusion.
  • This would allow us to define strats with specific moves - again, a la chess - e.g. P-Charlie-1 moves from (1,1) to (1,3) and attacks E-Bison-3 at (1,4), or E-Hadrian-2 attacks P-Kilroy-1 at (16,5).
  • It would be helpful to have a map with the hex overlay for each stage. I have some for the earlier stages and I have non-hex maps of the rest - but it is beyond my graphic design skillz to create full hex maps of each stage, including names for each unit (including those in factories).

If we can agree on these, I would be glad to take a stab at (or collaborate with others) putting together a guide for all 32 levels.

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