Spy Defense (Compute's Gazette)
If shoot-'em-up arcade games are you weakness, this exciting action game will provide you with a challenge that will make you come back again and again.
Fighting aliens is a dangerous job, as we've all seen in the movies. For some reason, aliens always have an incredible variety of weapons at their disposal: death rays, regenerating tails that detach to soar like rockets toward their enemies; or perhaps toxic, sulfuric breath. It's a wonder the humans ever win. But this time, we have your, the official Spy Defender, to help humankind.
The article for this game can be found on page 24 of Compute's Gazette Issue 58 (April 1988)
Why TAS This Game?
The continuation of TASing games from my all-time favorite magazine, Compute's Gazette. This makes my 39th TAS from this series.
Here is another one that I never typed in. I deeply regret not ever having this magazine. It turned out to be one of the greats. Now, I'm so glad that I have gotten to experience this one...as it is truly a classic shooter with extras that separate it in a unique category.
Previous Compute's Gazette submissions include (In order of submission):
Game Difficulty and Ending
This game doesn't have a difficulty setting, but it can be classified as complete upon finishing the 8 the level...as it doesn't increase in difficulty or demonstrate any new content afterwards. This information can be verified in the article text on page 25. At the completion of Pit 8, a congratulation screen is presented.
Effort In TASing
The idea of optimization is certainly a different animal in this game. Below are some key details about my efforts:
- RNG: This game doesn't have RNG, in a normal sense. Its one of those variables where movement and the de-spawning of enemies can change where and when more enemies will spawn.
- Each level, has a different holding capacity of "Pieces" used to build the bridge. During the creation of this bridge, it is helpful to force the "Black" satellite to spawn on a side that helps to collect it quickly. That way, you can continue to drop more pieces...without delay. If you own a number of pieces that can complete the bridge, you must race to the bottom so that you can get the "Spy" to start walking across quickly. While getting this refill of pieces, you must continue shooting enemies so that the "Black" satellite will spawn faster. Because you have to wait for it, you can remain up higher to battle the enemies until the last few pieces can be filled in.
- Getting multiple enemies to spawn in the same location. Doing so, speeds up the process of getting the "Black" satellite faster.
- The last "Pit". Once you have filled in all the bridge pieces, there is no reason to continue with inputs. So after that last piece has dropped...the inputs are finished. This cuts a large number of seconds...as it coasts to the end where a congratulation screen is given.
Here is another comparison video of an 8-bit community member, NebulusLabyrinth79.
DrD2k9: Claiming for judging.
DrD2k9: Delaying as NYMX and I rework this due to new tech.