Game aspects

Object handling in the game

Avoiding an object to be spawned

"Removing" a sound effect being played

Lag mechanism

Movement specific techniques

Movement pattern
The next boost you will get for your next frame is depends on the frame count. Generally the pattern is 1,0,1,1. So placement of lag frames are also important.
Damage boosting from objects
If you are on the ground, you can boost to the same direction where you are facing and where the other object goes.
Avoiding movement effects
If you are being hit in air, your movement pattern won't be changed (no slowdown / boost).
Longer horizontal jumping
If the game lags, you can optimize your movement pattern by changing lag frame positions (see lag mechanism above). This way your jump can be longer to skip the first level's basic route (going all to the right and trace back on the stairs/blocks.
Jumping before using ladders
Your "ladder" speed movement pattern depends on your previous "jumping speed" pattern.

Enemy "state" manipulation in order of "possibility" / good chances

For example, manipulating the X-ray "skeletons"

Weapons

Power of fist (5 dmg)

Handgun (15 dmg)

Machine gun (15 dmg)

Laser gun (20 dmg)

Level checkpoints

Level 1 (streets)
no checkpoints
Level 2 (apartman)
both "Spandex Lady" and "door really open" are timed and unimprovable
Level 3 (X-ray)
there's a remaining kills counter (4) and the "jump off X-ray" checkpoint is instant after counter is 0 (and Xpos = 586~587)
Level 4 (subway)
there are "cam scroll locker" guards, all of them are avoidable except the first one (loads in at start of the level)
Level 5 (hobos)
you need to kill the boss and pick up the case to leave the level
Level 6 (mars rooms)
the "open door" object spawns at end of each scene if the UFO isn't alive at that point (so all of them are avoidable except the first one). But don't remove the "open door" object!
Level 7 (mars driving)
nothing
Level 8 (walking)
nothing
Level 9 (dungeon)
kill boss (impossible to avoid)
Level 10 (lightning bridge)
3x cam scroll locker guards (1st one unavoidable) and boss (impossible to avoid)

Miscellaneous

0 health point trick
If you end a level with 0 HP but finish it within 4 frames, you won't die. However, if the player will be replaced (for example a tank in mars driving), he will instantly die.
Enemy invulnerability
Different enemies have different type of invulnerability. This isn't because they coded this way, this is mostly a bug. The only "common" invulnerability is when they land after a jump (1 frame)
Removing enemies from the screen
You can shoot them away from the screen, but most of the times you will also need to go to the border of the screen to "block" their way. Note that doesn't "kills" them (X-ray skeletons won't work) but removes it (which actually logical since they have more than 0 HP).

GameResources/NES/TotalRecall last edited by MESHUGGAH on 10/27/2013 10:37 PM
Page History Latest diff List referrers View Source