T13 - Round 7 - momoko

Discussion about MARP's Tournaments


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Joined:Mon May 16, 2011 3:23 am
Location:Snohomish Washington
Re: T13 - Round 7 - momoko

Post by simpsons99 » Mon Feb 17, 2014 2:43 am

Never had that Weapon in tell I started doing the bonus Stages .
mahlemiut wrote:
simpsons99 wrote:those Bonus Stages are a complete Joke. If you ask me you lose points by doing them
Then enjoy not being able to skip the practically useless laser weapon. :lol:
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Re: T13 - Round 7 - momoko

Post by giro-X » Wed Feb 19, 2014 4:45 am

The amount of points lost by entering the bonus stages is minimal, you can even wait that fire is almost catching you before entering a door, if you want to extend the leeching. You risk of course that the door doesn't bring to a bonus stage then, and you have to escape from fire rapidly.

The real last weapon can't be achieved with green-alien-powerups because (for a glitch? or was it intended?) they don't release the power up after a certain point. Bonus stages instead make your gun go up of some levels anyhow, though.

Make your choices :)

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Re: T13 - Round 7 - momoko

Post by Haze » Sat Mar 01, 2014 3:25 pm

mahlemiut wrote:Basically, avoid using diagonals when using escalators. Maybe the game was designed for a 4-way joystick, or maybe Jaleco didn't do anywhere near enough QA...
it's been set to 4-way for the next release.. the bug is confirmed to happen on the pcb, but it's most likely the original cab used 4-way joysticks so it never actually occurred. (a bit like how you can reboot one of the metal slug games by pressing left+right at the same time if we allow that)

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