Gotcha is a zapper game for NES that also mixes in the use of the controller. The plot is that you are in a paintball fight with another team. The object is to go to the other teams flag, take it, and bring it back while stopping them from taking your flag. The game has 3 levels, but loops them endlessly. I play the first 3 levels and stop, since there is no ending sequence to that game. I played on the hardest difficulty. In this difficulty the enemies are more numerous, and the time they spend aiming at you is shorter (thus requiring better reflexes).
This game is boring, and has no value other than a Vault any% run. I chose it to test zapper support in the new .bk2 file format as a proof of concept. Please don't vote yes, you know you weren't entertained, don't lie!
Considerations for optimization
- The main object is to whole Right on the controller and then left after the flag, optimally. In a TAS, there should be no reason to have to stop and shoot something, you can do it along with way with perfect reflexes.
- Shooting does not cost you time (unless it causes lag that halts screen scrolling)
- Lag management can be done with careful planning with when to shoot people
- Extra ammo accumulates score at the end of the level which costs time, so I use up all my extra ammo
- Don't get shot, which is a trivial consideration in a TAS
- Shoot the guy that steals your flag, again trivial in a TAS
Summary
- Aims for fastest time
- Plays on hardest difficulty.
- Utterly boring
- Uses a zapper, woo
- Requires BizHawk 1.7.2 (or later)
feos: Accepting to Vault.
Fog: Publishing...