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Post by lanceboyle94 on Sept 28, 2014 14:40:21 GMT -5
Funny you should mention that. I have no idea how this guy did this. By all accounts, it should be literally impossible. It's all explained in the comments and annotations. It involves grinding for extra lives early on, so you have a huge stockpile to fall back on. Still really, really hard though. He also did that for his NARC 1CC run, as he also clarifies.
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BBH
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Post by BBH on Oct 1, 2014 6:46:37 GMT -5
hey y'all, maybe I should post on this forum more! Funny you should mention that. I have no idea how this guy did this. By all accounts, it should be literally impossible. It's all explained in the comments and annotations. It involves grinding for extra lives early on, so you have a huge stockpile to fall back on. Still really, really hard though. Yes, well it is a little bit of a double-edged sword though. Basically the game has a timer in which for the first few minutes or so, placing down a bomb will grant you temporary invincibility. Obviously this is VERY useful while it lasts. You can warp to Orcus early on and keep the bomb invincibility which makes it easier to beat him, but you miss out on all the keys from the extra rooms. If you go the long way and go into all the extra rooms, you can potentially earn a lot of extra lives because each room has an extra life, but at the same time you're also in danger of losing those lives along the way, and then you have to deal with Orcus without bomb invulnerability. Basically Orcus is the first major sticking point in the game for one-credit play. The first parts of the fight are the toughest, while he still has his guns in his arms, he has a wide range of angles he can shoot from and since he's unpredictable it can end up in some pretty cheap deaths. Get through that part and the rest of the fight isn't so bad (although I think in that replay a temporary lapse in judgement causes me to get burnt by his nostril flames). From then on, the second mission isn't TOO bad IMO, the third mission gets rougher, especially once you enter the fortress. The final wave of enemies seems to last forever before you get to fight Akhboob, and... well, that's when you really need as many lives as possible, because of course the very end of the game is the roughest. I'm proud of that 1CC but unfortunately it's a game that really does not reward you in any way for one-credit play, because the game keeps your score when you continue and makes no indication of how many continues you use to finish the game (Smash TV is the same way). Never been a fan of buying your way to a high score. I guess it's the satisfaction of being able to make one quarter stretch out for over an hour, but I couldn't come close to doing that when this game was new in the arcades... didn't accomplish the 1CC thing until MAME many years later. And for the record, I've never actually finished Smash TV on one credit. My best run I got to Die Cobros, which was pretty close. Unfortunately I found it pretty discouraging to keep trying because most of my runs would get stopped cold by Scarface... it was such a crap shoot as to whether or not I could get past him because you're totally at the mercy of where/what powerups spawn. Also I find the orb enemies on the 2nd stage to be very annoying and cause a lot of deaths to me, especially when you don't have the orbiting satellite thing for extra firepower. (There is at least one person that's finished it on one credit though, Martin "The Pro" Bedard has a replay at MARP that did it. Doesn't look like it's on youtube though, it's definitely something that should be seen by more people)
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Post by Bobinator on Oct 1, 2014 13:38:43 GMT -5
Oh, man, I have no idea you were on this forum! It's great to have you around. ...But holy crap, dude, you don't know how much it amazed me you pulled that off. Like, you know, I'm still a huge fan of Western arcade games in general, but I know that they just don't handle things like "difficulty" or "balance" well at all. Seriously impressive work! It's funny you bring up the way bomb invicibility works. The more I learn about the advanced strategies in TC, the more I wonder if Cave ever got any ideas. You use your limited supply of bombs to escape situations you normally couldn't avoid, and when you get to a certain point (Time, in this game, score in most SHMUPS), the game gets harder. It makes you wonder... ...Nahhhhhhh.
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Deleted
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Post by Deleted on Oct 1, 2014 22:36:59 GMT -5
Sup, BBH. I also congratulate you on breaking these quarter munchers over your knee. I'm especially a fan of your Super Spy annotated walkthrough and Pink tribute page. I actually practiced hook punching enough to beat the default high score and hear the jingle that plays, though I doubt I'll ever manage (or have the patience for) a 1CC.
Roy should have been in Neo-Geo Battle Coliseum.
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Post by jorpho on Oct 2, 2014 23:43:03 GMT -5
Oh, Mr. BBH! I remember your site. I think I sent you a message once about a likely interpretation of the Brute Force lyrics. That must have been years ago.
I just spent way too long reading about The Super Spy.
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BBH
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Post by BBH on Oct 3, 2014 7:38:00 GMT -5
Oh, man, I have no idea you were on this forum! It's great to have you around. ...But holy crap, dude, you don't know how much it amazed me you pulled that off. Like, you know, I'm still a huge fan of Western arcade games in general, but I know that they just don't handle things like "difficulty" or "balance" well at all. Seriously impressive work! It's funny you bring up the way bomb invicibility works. The more I learn about the advanced strategies in TC, the more I wonder if Cave ever got any ideas. You use your limited supply of bombs to escape situations you normally couldn't avoid, and when you get to a certain point (Time, in this game, score in most SHMUPS), the game gets harder. It makes you wonder... ...Nahhhhhhh. Mmm well, I think at that point in the early 90's a lot of shmups were already going down the road of giving people "panic" bombs. I don't really feel like Western games were directly influencing Japanese shmups in that regard. It was later on that "rank" in shmups became a lot more notorious, namely Raizing shmups like Battle Garegga, but the rank was often controlled by other factors that weren't just time-related - yeah sometimes score-related, but also things like picking up too many power-ups. The earliest shmup I can think of with a rank system was Zanac for the NES - I remember a magazine specifically mentioning that it adjusted the difficulty based on how you played. But I think that adjustment was done based on how much you were shooting? I'm not too familiar with it. Interestingly, there are some Williams/Midway games that have a sort of "reverse" rank in which they try to make sure people at least get a little bit of gameplay time for their credit, before the game rips them to shreds. Namely the mounted gun games Terminator 2 and Revolution X. There's a setting in the service menu to set "minimum game time", to give players a little bit of leeway so that their game wasn't over in 30 seconds, which was certainly possible in other gun games (seen it happen to people all the time in the House of the Dead series in arcades). (Terminator 2 and Revolution X are also extremely bullshit in regards to one-credit play IMO. If anyone can actually play either of these for an extended period of time without continues, I'd love to see it.) Sup, BBH. I also congratulate you on breaking these quarter munchers over your knee. I'm especially a fan of your Super Spy annotated walkthrough and Pink tribute page. I actually practiced hook punching enough to beat the default high score and hear the jingle that plays, though I doubt I'll ever manage (or have the patience for) a 1CC. Roy should have been in Neo-Geo Battle Coliseum. Thanks! I inspired you to break that default 30,000 point score? Congrats! Not many people have the patience for that alone, that challenge I issued had practically no takers (or at least nobody that wanted to tell me they tried). But no, I strongly recommend nobody ever attempt to 1CC that - not that I'm trying to make my lucky run feel any more special, but because I don't want to see other people suffer at the hands of Nick and his bullshit poison spray. Maybe SNKP will make a Super Spy-themed pachislot game with fully 3D rendered Pink - that's more likely to happen than anything else SNKP actually does these days. (yeah I know, they do make new games sometimes... for cell phones) Oh, Mr. BBH! I remember your site. I think I sent you a message once about a likely interpretation of the Brute Force lyrics. That must have been years ago. I just spent way too long reading about The Super Spy. I remember that! Although I don't think I ever included your interpretation of it to the page. My apologies! It's pretty obvious but I'm very lazy about updating that webpage.
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Post by zilliont on Oct 6, 2014 4:40:45 GMT -5
IIRC Xevious also has a very simple "Rank" system, which you can reset by bombing a certain ground enemy.
And Zanac's "AI System" mixes up enemy placement depending on which weapon/powerup you are using. I think it's also present on the first two Aleste games.
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