Star Control, Hierarchy melee.
Game objectives
Emulator used: Bizhawk 2.5.1 Aims for fastest time Uses hardest difficulty Game mode: Melee Faction: Hierarchy
Comments
Star Control is a game hybrid borrowing elements from Asteroids and Archon. The game mode in this run is called melee. In the melee mode the goal is to destroy all spacecraft of the enemy faction. There are two factions, Hierarchy and Alliance. Both factions have 7 unique spacecraft. Each spaceraft has a normal attack and a special attack. Each ship also has unique rules for fuel consumption and fuel regeneration.
I choose Ur-Quan, because it has very high DPS. (Umgah and Androsyn can probably do pretty fast runs also.)
I waste two frames before pressing start to manipulate luck, so that Yehat comes first. This seems to give better battles overall. The rest of the ships come in a strict order based on what the computer thinks is the best choice.
YEHAT
Yehat uses shield with perfect precision making him invulnerable to our shots. He only fails if we make a point blank shot. We can also time our shots to connect just when the enemy runs out of fuel and there is a short gap when the shield is offline. First shot and launched fighters are decoys to deplete his fuel faster.
MMRNMHRM
Fastest ship in the game that can dodge shots very easily.
EARTHLING CRUISER
Pretty good spawn point.
CHENJESU
This is usually the hardest battle because Chenjesu can deplete our fuel with dogs, damage us heavily or escape slowly which makes the battle very long. This time I get perfect spawn point.
ARILOU
Almost perfect spawn point. Arilou can dodge easily so one shot is wasted to manipulate his movements.
SYREEN
Syreen often spawns far away so I am happy with this result. Here input is ended early.
SHOFIXTI
If we get too close to Shofixti he will make the most powerful attack in the game, self destructing.
Thanks
Thanks to TASVideos and adelikat. Please make Amiga and DOS runs also. 100% campaign missions would be a viable run also.
slamo: Judging! And changed the branch to fit the naming convention of the other run.
slamo: Optimization looks fine here, given how cumbersome the ship is to move and the limited firing angles. Ending input at the penultimate opponent and then having the last ship self-destruct is extremely clever.
As I established in the judgment for the Alliance run, these runs are Vaultable together because the opponents are completely different.
Feedback was limited but ok. The Alliance run is pulling Vault-ish ratings, and the gameplay is fairly similar here, so I'm accepting this run to the Vault.
feos: Pub.