Post subject: TAS suggestion - Aero Blasters 2PS Exhibition
fruitbane
He/Him
Joined: 3/28/2005
Posts: 216
I don't have time to implement this idea right now, though if nobody jumps on it I might some time down the road. Aero Blasters is relatively unique among shooters in that the 2PS (2 Players Simultaneous) mode there are additional techniques available to use to defeat enemies. Ordinarily your ship has an upgradeable main weapon, one of a selection of subweapons weapons (fires simultaneously with your main weapon), and the ability to charge a weak screen blast (with a cool-down cycle) just powerful enough to kill weak enemies and destroy bullets. 2 player mode gives you the ability to not only mix up subweapons but also perform special attacks. If both players charge their screen blast and release at exactly the same time the blast is powered up significantly and will do vastly more damage, enough to kill most regular enemies and deal not insignificant damage to bosses. If both players charge up and hit fire simultaneously (instead of merely releasing) electrical discharge races from both ships to meet at the midpoint between them and lingers briefly, dealing heavy damage to anything caught in the wake. The timing for human players is so persnickety, however, as to render both of these enhanced techniques largely worthless. I discovered, when I was a kid, that I could play both ships with a single controller and thus use the super-charged screen blast. Didn't help with the electrical attack, however, since both ships were invariably right on top of each other. This game does have a hard mode which is enabled via a code, and some of the special weapon behavior would lend it to some fun tricks. There are two homing missiles, the red one doing more damage and being less maneuverable and the green one doing less damage and more maneuverable. But it's not that simple. The green missile can turn and seek in directions other than forward, but the turn radius kinda sucks. The red missile can only go forward, but it can move up and down quite rapidly in the process. Even during normal play the red missile will sometimes lock on to a fast-moving enemy and crazily swing up and down the screen at high speed trying to track it where the green missile would have just made a wide turn and flown off screen. Either way, I think this shooter could be quite fun as an exhibition piece and is an excellent showpiece for the TG-16/PCE in the process.