Posted: Sun Aug 03, 2003 9:44 pm
Barry said LED on/off didn't affect when he played back, so i don't know if it matters or not. i'll assume for now that it does.
thanks for the confirms, Abbe.
thanks for the confirms, Abbe.
even that seems to be dependent on which mame you are using.mahlemiut wrote:Also, Alpha One is fine with sound on, but Major Havoc requires -nosound.
i'm down to about 10%. the only two situations where i die is running out of shots in the fish robot stage, or not setting up the white sparks properly when i punch the reactor.I actually have gotten where half the time I can complete level 13 without dying even once.
That's almost exactly what I'm doing already. I just land up where that first robot you are talking about is then jump over him after he makes the turn to come back my way. I'll have to try the 1 giant leap over him without even setting down to see if that's worth it....might be to save a little O2.Q.T.Quazar wrote:for the level 14 robots, i noticed something that might be useful. when you drop down into reactoid 14, if you immediately grab the oxygen to your right and then run left and jump up, if you keep going you can levitate straight over the robot here with a heavy swing left.
Well, I'm guessing those TG scores are with rev 2. I know one of the guys on that high score list. we played it together tons...and remember doing the level 13 finger trick to play level 13 over and over. We actually got good enough on level 13 where we used that just to build up 6-7 men before attacking level 14 and beyond.btw. level 13 finger trick does not work in mhavoc, only mhavoc2 and i would imagine prototype. and yes, i agree with you, that one will be an insta-ban if someone tries it.
I checked up on this and many things in the reactor mazes...especially those clocks...were in play during development...but as the game was refined things were closed off by either walls or the electrical charge lines etc.i notice neither of us have yet found any way to get the blue key on level 13...
actually, i typically save my shield until right at the end of 13, in case i do this. depends on how my timing has worked throughout the level, but i usually jump the robot as he is coming back out the rainbow door, duck under the sparks, jump up over them, punch the reactor and then, if i've timed everything right, drop down and simply smash through the robot.I hate it like I'm sure you do when you do everything right then screw up the timing of hitting the reactor and then have no choice but to suicide against the sparks.
this is what i was *actually* referring to when i said 'level 15 maze' on last night's submission. which in retrospect was none too clear. the answer is NO. the best i have done is one life, and i've only done that once. i can get past the spinners fine, don't usually die there, but the maze almost always claims 2 lives, sometimes three. i've gone back to playing with the mouse at default sensitivity to avoid overflow, but it just doesn't *spin* over fast enough.Have you gotten through the initial spinner-maze without dying yet?
strangely, i haven't been killed in the maze by a spinner yet.it's always walls. i need to figure out, however, which side of the maze is best to blast through. on 11, for ex, it's easiest just to blast through the left side of the maze. i don't know if you can do this on 15 or if it will come down to ship control.all i know is trhat i'm taking way too many deaths in this segmentbut always die at a spot just when it's speeding up where a spinner in the maze gets me. I try and shoot it but can't....timing must be pretty tight there.
duck??? I guess you just mean you go under them.Q.T.Quazar wrote:duck under the sparks
My O2 is normally a little tight..already down around 25-30 when I get to that...so I normally just quickly use my shield on that robot.jump up over them, punch the reactor and then, if i've timed everything right, drop down and simply smash through the robot.
By sparks I assume you mean whatever those guns shoot... After 1 set of shots come through the teleport...the second I see that teleport start to light up again...even before I see that next set of sparks...I jump and enter it. Twice I did this where after I came out on other side I was able to quickly move to left past the gun...versus having to stay right there and jump another set of shots.is it halfway between sets of sparks you enter?
The couple of times I have gotten out it's going in that red teleport then taking the escape rocket. I realize you can go to the left up there also through the 1-way and get that O2....extra 900 for that versus getting before the reactor I guess...hehe...but not sure of the difference in oxygen you end up with....might end up making almost no difference....cuz the fall from that O2 then up the start path takes longer than entering the escape rocket.i did it once and overwrote the damn .inp. oh, and do you take the high road out or the low road?
yeah, the couple times O2 wasn't a factor it's where I quickly took out that 2nd robot and got that extra O2...which time saved quickly doing that versus waiting for the robot...and the O2...gives you enough time.i usually use up my shield to smash the robot before the yellow transporter--and i'm never in danger of running out of O2 on 14 for whatever reason
those flashy ones always seem to get me. I do my best to kill as many as quickly as possible so at least most of the first part of the maze doesn't get formed...then I can get at least 755 through the maze scroll without dying....then die on that one really hard spot where speed has picked up and you must do a really fast move.strangely, i haven't been killed in the maze by a spinner yet.it's always walls. i need to figure out
It's a little bit of both..and FYI...think overall it's reversed versus how the level 11 maze turns out. There is 1 key wall you can shoot out that has you avoid one set of those tough turns....but you are moving so fast on the second half of it if you get through the first part cleanly there is no time to shoot out anymore walls so you just try and steer your way through.i don't know if you can do this on 15 or if it will come down to ship control.all i know is trhat i'm taking way too many deaths in this segment
yeah, i've noticed that you take longer to move through a level than i do.My O2 is normally a little tight..already down around 25-30 when I get to that
jump up over them, punch the reactor and then, if i've timed everything right, drop down and simply smash through the robot.
My O2 is normally a little tight..already down around 25-30 when I get to that...so I normally just quickly use my shield on that robot.
Q.T.Quazar wrote:well, this just gets better and better. turns out the point of this enjtire thread, while still relevant, is going to be moot for the skilled players on this game. ironically, WE will have to play through the early levels. you can earn multiple bonus lives on the early,
i don't think i got this across quite clearly enough. 1 life is not enough, as you don't get the bonus life in the warp chain then (you have to hit all warps to get the bonus life, and by the time you have enough points for the first life by not warping (100K), the red warp is gone). so you have to earn, for any advantage, at least one from the 100K and one from the arkanoid game, which, if you're playing well, happens around level 5/6.which is a headache, because the first extra life is compensated for. if you warp after red you don't get that bonus life, and the earliest it ise possible to obtain two lives is the arkanoid game at the start of wave 5 (red warp is gone by this point) and then use the yellow warp to warp ahead
i assume this would work... but youhave to think that this will be really tough to do. unless i'm mistaken that's three levels you'd have to finish without dying. maybe just two--not sure.hmmm, if it's every 100k I wonder if you could even warp...where you get a 50k increment, so that next man is only 50k away...then warp again...repeat..then warp again...hmmm... hehe