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My feelings on The Demon Rush
PJ had me test this game to see if it was bad enough for the exchange, and yes, it's definitely bad enough. D:

I must really have bad game sickness, because I kind of want to beat this game now

BTW, PJ enjoy Super Return of the Jedi MUWAHAHAHAHA!
Is PJ
Return of the Jedi is going to be something.  At least I'll have Tompa.
Willing to teach you the impossible
Did I win in this bad game exchange?
Is PJ
...very possibly.
Since I've started running this game for some reason I guess I'll revive this thread and post what I've noted.

Firstly this game is absolute garbage when it comes to registering your inputs when there's any lag on screen, and sometimes collision detection refuses to work and you'll go through a floor on which you were about to land squarely, for no apparent reason. This is mainly notable in one of the last rooms of the game and I can't wait to get there in a good run.

Secondly, jumping over spikes is slightly slower than taking the hit like a man and just walking through them unless you can damage boost off an enemy, since jumping takes 7 frames while getting hurt only takes 3 (thanks to DarkKobold on the tasvideos.org forums for figuring this out).

While drops are fixed, "patterns" for moving enemies and platforms in the indoor stages seem to be RNG based. Thus, you can't reliably save a bit of time by going through the moving platforms instead of taking a detour in some rooms, and the only consistent damage boost is the one in the very first room of the game.

Killing enemies as a dinosaur is only worth it if they drop something important or are killed in one hit and can't be used to reliably damage boost in the right direction. There are also some enemies that you have to kill in order to not despawn an important enemy (most notable one being the second dino in stage 2). You can just jump above most of the enemies and damage boost off their back, or abuse invincibility frames to go through them.
In indoor stages, it's often worth it to stop a bit and kill (almost) everything or the game will start lagging a lot and eat your inputs, or you'll just have to dodge an ungodly ammount of enemies and projectiles while staying on small moving platforms but good luck with that.

Getting fireball lv3 as fast as you can and keeping it seems optimal. It has good damage, infinite range, can fire upwards for the pterodactyls and fast enough if you use it carefully, and while getting another weapon might be beneficial for some boss fights it's simply not worth the time. I might have to investigate a bit more with the Beam though.
Also, you can get a bomb in stage 6 and get it to level 3 with the P pick-up that the last pterodactyl in the first screen drops. It's not actually useful if you haven't fucked up anything as far as I know but it amuses me.

Indoor bosses take 11 hits with gun lv2 and 17(?) with gun lv1. With the lv1 gun the best shooting rythm seems to be shooting when the previous shot is half-way between you and the boss. You can exit the room as soon as the last shot hits the boss so keeping count of that can save probably 10+ seconds in the whole run.

I've yet to carry a good run past stage 4, but I might try to finish a decent one just to show off the route/strats I use if you can even call it that. I think sub 20 might be possible with a near perfect run but it's hard for me to tell at this point. The best time I know of is a 23:36 by Dugongue which I was never able to watch but seems very sloppy (I save more than a minute over his splits after stage 2).
My goal is just to get sub 22, maybe sub 21 and then never play this game again.
Willing to teach you the impossible
I had no idea this game had a community
It doesn't really. It's just Dugongue beating your time and me trying to beat his time while getting a clean-enough run because runs where I can be a minute ahead 5 minutes in make me go anal. And I guess there's DarkKobold who thought about TASing it in 2007. Oh and I somehow got Lurk to race this with me.
...I guess it has a bigger community than most games. This is sad.
Willing to teach you the impossible
True story. I knowit is sad...
fuck this game

i will cut your 23:xx laml
Hey i'm really bored so i'm gonna post here to help all future members of the thriving Dynowarz community.
So about my goal of sub 21; guhbadoo played the game for like two hours and got a 20. Then I beat my head against a wall for like a month and got a 18:23 which is shit but everyone agreed to never play this piece of crap again and everything is right in this world again.

I think my only deaths were two at the start of stage 7 because I got way too excited at the thought of not having to play this anymore? <18 would be really easy if anyone actually tried and had decent luck when it comes to the jump button actually working.

Also I found out that crouching before getting hit as a robosaur negates knockback which can probably save like 3 seconds throughout the whole run if you do it perfectly (and probably cost me more than that when attempting it in the run)
Willing to teach you the impossible
Grats. I will edit when I watch this.