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Metal storm nes powerups
Metal storm nes powerups





On the sixth and seventh level, when you fight the platform bosses, you sometimes don't position yourself to shoot right when the hatch opens (although you don't miss a shot, either). In general it only seems to be a problem with enemies that have some sort of shot. :) Slowdown starts at a certain threshold, so if there's no danger of reaching that then there's no reason I can't have some fun. On level.4, I believe, when you're inside that moving box, you don't destroy the pink enemies, rather choosing to jump over and move around them. The gun is too weak, and I have to be on top of them to fireball them, which ends up taking more time then it's worth. They just take too many hits and are positioned too poorly. I tried killing some of them anyway, but it was always faster just to take the lag than to take the time to kill them. In stage 5, almost all the lasers are positioned so that you'd have to go out of the way to kill them. If you kill one of them while it's firing, the shot finishes firing. I'm vulnerable when jumping to the next one so I can't do it when either one is firing. With fireball I need to kill one all the way before going on to the next since I have to take a few steps into their little nook. In the first fight with stage 2 boss I couldn't find an optimal order which would have me going from one to the next the whole time. I just thought I'd show that it was possible to do it more or less as a fireball. messing up by one frame is death, and I have to come out of it to do some movements. Well, even when you're a fireball all the time it's not like you aren't in danger. Cheez has posted an 11:43 run in the forums which seems to be about the max for normal mode. Well, despite all these changes, I'm less than a minute off of any of the submitted normal mode runs. :) The last boss actually has some defense in the form of these fireballs that seem to be flying around randomly. On boss 6, the platforms are supposed to be the only safe spots to stand. Note that on boss 5 the right of the room is supposedly spiked, but I hop around on it anyway. Their vulnerability times are independent, so it's only critical to hit the 8-hit one as soon as it opens up. On the sixth boss, each platform takes a different number of hits: 2, 5 and 8. The first boss has a homing shot, the second fires more often, the third and fourth move faster.

metal storm nes powerups

The bosses not only take more hits, but have new attacks or different patterns. Besides that, the distribution of powerups is more sparse. In expert mode all enemies take more hits, and there are more of them.







Metal storm nes powerups