It's disappointing nobody picked this game in 16 years. Well, let's see what I can do.
The whole game looks relatively easy. Just movement optimization and occasional shooting distinct enemies.
Movement nuances
- You switch weapons by holding Select and pressing L and R bar keys. While you do this, you can't strafe.
- Jumping slows you down a little bit and you can't jump over stairs railings or over enemies.
- To activate switches or doors, you just have to be close to them. You don't have to face them.
- To grab an item, you must be at the same height or above it. You can't bump into items using your momentum, like in Doom.
- When you turn, you increase the camera speed. If you hold Left, then switch it to Right, you turn in the opposite direction at the same speed.
Optimization
The framerate is uncapped, which makes it harder to optimize the movement because you have to redo the input every time you try a different way of movement and luck manipulation. You can't just copy or delete unnecessary frames. You gotta follow for how many non-lagged frames you kept each button pressed before doing progress in a different way, and it still doesn't guarantee you will do the same what you used to do.
The enemies often stand dead on their tracks when you see them. I think it has something to do with performance optimization to spend less time on AI logic.
Enemies
The following list is determined by doing RAW Search. GBAHawk, WRAM memory domain, unsigned int. HP cannot be negative (if an enemy is dead, its HP is zero)
Enemy | Health (HP) |
Assault General (Trooper) | 40 |
Pig Cop | 60 |
Hybrid Gray Alien | 50 |
Weapons
Weapon | Damage |
Mighty Foot | 40 |
Desert Eagle (Pistol) | 12 |
Shotgun | 50 (5 pallets, each one deals 10 damage) |
Here is a
WIP which passes first 2 levels (1A and 1B). The encode is included there.