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Edit history:
BladeChild: 2014-02-14 08:56:40 am
BladeChild: 2014-02-13 09:38:38 am
BladeChild: 2014-02-12 11:14:34 am
BladeChild: 2014-02-12 11:06:59 am
Came across this in a 'forgotten gems' article on a gaming site I read last month. I'd never heard of it before, as a game, though I certainly remember the cartoon show. The mention of Metroidvania gameplay intrigued me, so I searched SDA and found that indeed, no one has ever really run this game, so for the past fortnight I've been taking steps to put that right, and have done some planning, and found some neat things along the way. The only outside sources I could find was someone who had done what looked like a preliminary run on YT, and the two FAQs on Gamefaqs which are either conflicting or incomplete.

Anyway, the game is kinda like a mix of Metroid and MegaMan, with a notable rope-swinging mechanic used to traverse the levels. The game is split into 7 chapters and has different routes the player can choose to get to the end. There's a variety of endings you can get with different cut scenes depending on choices made, but they all boil down to a "good ending" and  a "try again ending" depending on the player's choice in chapter 6. The player can pick up weapons and upgrades along the way, as well as all important 1ups and ammo refills kits.

I'm currently doing good ending runs, and have a PB of 37:43 which can easily be improved.


From now on I guess I'll just list strats I've come up with, and maybe put my route reasoning in a spoiler tag.

- Attacking - The SNES version lets you tie weapons to Y and X and lets you use A for your rope. You can also use the same weapon on both Y and X, which makes for an overpowered combo when you get the Spread weapon, and I don't think anything beats it for DPS when you mash. The Spread weapon also has two fire methods. If you mash, the bullets will spread as you'd expect, but if you hold the buttons in, only 1 bullet a time is fired, with the same apparent damage output (as far as I can tell) This is useful for bosses you can only hit in a direct line. Before then, just the standard weapon is good enough for bosses with fast mashing.

- 1 ups and ammo kits - The game lets you start with 10 lives. This might seem trivial in speedrunning terms, to reach the end, but intentional deaths are more than likely faster in the long scheme of things, as when you die you regain full ammo energy. The amount of ammo kits found en route aren't nearly enough to beat the game, but there are some easy 1ups to pick up. Respawning is also quick. Therefore, the last boss for example; the quickest strategy would seem to be to just fall off the edge when you run out of ammo, and save your ammo kits for earlier on. There are other ammo kits that take anywhere from 10-20 seconds to obtain. Dying is simply a faster way to get your ammo bar fill.

- Invisibility - You get this ability quite early on if you choose the specific route in chapter 2 (luckily enough, that route is the fastest) and it makes certain areas much easier, at the cost for about 1/5 your ammo bar. I usually use this in areas where you are certain to be knocked back by shots.

- Lag / slowdown - At first I thought this was due to using an emulator, but it seems it's the game itself. Certain areas of the game lag quite badly, when groups of enemies converge. There's little you can do about that, but for bosses it's quite handy. If you get into certain positions and mash like crazy, you get a decent window of time that allows you to 1 cycle them.

- General movement - Running and jumping is a good idea as it allows you to pass through attacks that would otherwise knock you back and put you back into walking state. After jumping from a rope swing at a good angle, you'll automatically be in running mode, which is handy.



This is all I can think of for now. I'll add more about the run I've just done later -

Thread title:  
Thanks for reminding me about this little gem. I recall playing this a lot back on Genesis console, such a nice game it is. This was long ago tho and it was another version, so I can't give any real advice or feedback. Run looks nice, intentional deaths are totally legit. It seems that ammo/energy is the main problem, am I right? Also I recall Double Damage upgrade in Genesis version - does it exist on SNES? Any worth taking it?
I'm only going on shortlived knowledge of the game, but the Genesis version has a few differences, the most notable being that the double-weapon spam doesn't work, as the game doesn't let you tie the same weapon to both buttons. Not only that, but to actually use the rope (pretty much essential throughout the whole run) it has to also be assigned. This would make bosses twice as long, and there would be a lot more menu navigation.

Double damage does exist but I don't think it would be time efficient, though I could do with definitely testing it. To obtain it, you have to do a lot of door unlocking and backtracking in the Maximum building (chapter 2), then re enter the place in chapter 3 via a secret entrance in the Ghost Jungle to unlock a final door, then you have to go back again to the Maximum building in a later chapter. I've yet to time it but it has to take somewhere in the region of 2+ minutes minimum. I don't think those 2 minutes would gain anything back. The majority of bossfights are downed pretty quick with Spread spam anyway. The only ones that would benefit would be the Cannon, spider-bot and final boss, none of which would come close to saving minutes.

There are also smaller damage upgrades, but again most take time and door unlocking to get. The only upgrade I get is the spirit 1/4, which reduces damage taken to 25%. Takes seconds to get and really helps avoid unnecessary deaths for the final chapter.

Ammo could be less of a problem as time goes on. The more efficient you spam and take bosses down, the less you need, which means the less 1ups you need. Not using invisibility as much would save even more. Even on that run, I had 3 deaths to spare by the end, so there's potential 1up pickups to forget about.
SPEEDruns not SAFEruns
Hey BladeChild, good luck with this run! I know a guy named Gusnation who currently runs this game (although his PB is 41:03) so you may want to get a hold of him on Twitch (/gusnation) to talk strats etc. Who knows, maybe he has found something that could help. Best of luck man!
Ah, that might be the guy whose video I found on Youtube. (The title says Gus's speedrun, and the PB is the same, though it was for Any% rather than Good ending)

Thanks, I'll have to drop him a line, as his run showed me mashing was a faster tactic to beat bosses.
Edit history:
BladeChild: 2014-02-14 10:53:36 am
BladeChild: 2014-02-14 10:52:54 am
BladeChild: 2014-02-14 10:51:49 am
BladeChild: 2014-02-14 10:49:58 am
BladeChild: 2014-02-14 10:48:11 am
BladeChild: 2014-02-14 10:47:45 am
Made up some route notes to be used along with current video.

Chapter 1 -

Change both buttons to pee-shooter and make your way to the right platforms and fire down at the Hypercruiser. The hitbox can be tricky, I usually half guess when I've gone far enough then turn back before firing down.

Next part is pretty straight forward. After breaking through the floor and breaking through the first wall to the left there is an easy Ammo kit in mid air.
Reaching Graft #1 with full Ammo is a bonus but not essential. Engage basic mashing abilities to beat Graft.

The 1up at the beginning, below the ceiling is probably worth ignoring now, but it's there anyway. If you're low on health you can jump up and over the next ceiling and get the health replenish. This way helps jump the crates below which are tricky the normal way.

On the boat, equip melee

Industrial area - First and only real sequence break of the game. They made it so your basic rope length won't reach the ceilings above, however you can bypass this with this trick - Jump, use melee quickly followed by rope. This makes the rope reach, for whatever reason. Rope your way up and left to the next area.

I think the route for the next area is fastest, but the jumps can be tricky to do with out bumping. The other way is to ninja rope underneath for a 1 up and ammo kit, if you feel like risking it.

Tracker Boss - duck and simple mashing.


Chapter 2 -

Pick Cairo then go to ruins. Run right. Avoiding the gang vehicle is difficult with losing a bit of health. If you're low on both health and ammo, an intentional death could be what the doctor ordered. The route for the next screen i'm still unsure of, but this is the least execution based. Hit the pump then go into sewers. Go left then up into next screen, and mash your way left to invisibility.

Maximum building - using invisibility straight away takes you next to the door, which saves a good second or two. Make your way as in video, pretty straightforward, but can be tricky to run straight through doors when landing.

Graft # 2 - Pretty simple, hang to ceiling near the middle and fire diagonally.


Chapter 3 -

You have Spread now, which is the weapon to be using from now on. I start this level with a little trick for a 1 up. Equip melee, then when you jump over the ledge, melee attack the flying bot. This elevates you up so you can rope the ceiling, get the 1up and rope across. Make your way up and right, duck left for a quick ammo kit, then to the first Boss. Using invisibilty can be a good idea through certain sections, especially when climbing. Dying when you're way up high is a huge time waster.

Blue Harvester  - The trick to one cycling these bosses is to get underneath them, in the middle, and spam Spread upward like crazy. Make sure you enter the Harvester fights with a health amount that won't get you killed and ammo, otherwise the fight will cost more time.

Up, left, right to Green Harvester. Same tactic applies. Shoot the switch and wait for the floor to break, then go right and right some more. Roping these areas can be tricky to do optimally.

Red Harvest - This one is difficult to one cycle. The best method is to jump and attack as you get into the middle of it. Spam without getting hit by its claw. If you do get hit, you most likely won't one cycle. MAKE SURE TO HEAD LEFT AFTER BEATING IT. Too many times I've fallen below before shooting the switch. There's also Ammo refills and kits up against the left wall.

Head left, left, down, right and into the final area. You can jump for the 1up as in video, but it's easy to choke, so maybe not. Again, roping to the next boss requires good memory to do optimally.

Tracker - Piece a cake. Spam and Dead.

Green MKbot - First phase is simple enough, one cycling the next is possible, but finicky. You have to swing in front of it and mash, getting lucky with hitboxes. If you get it right yu can lag the game a little and take it down. If not, the best back up strat is to hang against the left wall and after the second fly-by, you can spam it to death against the wall.


Chapter 4 -

I'm currently in a mixed mind about this chapter. The other route I don't do has hurrendous lag and is possibly slower, but at the end you get a nifty 1/2 Ammo use upgrade. But, the route I do use also gives you 3 easy 1 ups.

The route upto the spider could do with revising.

Mutant Spider - Basically hang from the ceiling and spam the weak spot when it opens. Intentional death is worthwhile here, as you won't be wasting any time when it can't be hit. Should be 3 cycled.

Escape to the right has the 3 easy 1ups and 2 ammo kits.

Spaceport - This section is a breeze with invisibility. In fact you don't need it for the first screen. Get the easy 1 up through the breakable wall, then when you get onto the moving treadmills, just press right. The second screen is best used with invisibility to avoid getting knocked back all the time.

Graft #3 - This time he's trickier. He has way more health and a trickier hitbox. Basically, when you're attacking him right to left, you want to be hanging just right of center, and shoot diagonally down, and vice versa. Shoot using single fire Spread (hold buttons in)



Chapter 5 -

Don't talk to Cairo.

Same way through ruins as chapter 2. In sewers, go right. This area needs testing for optimization. Running and jumping through the sludge seems quickest but takes practice. Spamming first aids along the way. theres a health regen down the bottom to look out for.

Gang Leader - Simple spam. Make sure to be close in and ducking for full damage.

Wildlife Memorial - This entire area is best done with invisibility. The shots hurt and come frequently. This area also needs rope practice in certain sections. Don't run past the Ammo kit at the end.

Highway # 2 - Worst area in the game. pointless me saying anything about it atm because I'm still bad at it.

Area before Canon - Use Invisibility, take the Canon's hit until you can duck. AFAIK single fire Spread kills the Canon fastest, but I could be wrong.

Next area, Mars - The best play here is to use invisibility, rope to the ceiling and get a little closer to him without him shutting the gate. This seems to deal better with the enemies shooting at you below, but it's pretty RNG.

Graft #4 - Best attacked from below while taking some hits. His second hitbox can be tricky, best thing to do is walk forward taking a hit from him. The knockback usually has your upward aim right for him.


Chapter 6 -

Maximum building - As video. Use invisibility when roping outside. Take the 1up if you feel like you need it.

Hellevator - Don't fall!

The Triads - On their own, pretty simple. The fight with all three of them can be tricky if you choke the opening. Make sure to go in with full health and ammo. Mash Spread on Purply till she dies, then on Greeny. I'm still unable to get Blondie after she lands, probably possible, though, even without damage upgrades.

The path for Any% and Good ending split here. If going for Any%, simply jump down the ladder and you're at chapter 7. If not, continue as video. Definitely use invisibility when roping underneath. there's a couple of 1ups here, too.

Orbital Station - Make your way left using invisibility. The first area lags badly so watch out for the mines. When in the Green area, make your way left as video, taking the Ammo kit and first aid if you need.

Roping your way to the computer is easy enough, but getting back up onto the original platform (visual aid, the second green pillar) is tricky. It's worth noting that roping digonally to the platform from underneath usually fails, you have to rope directly upward. Oh, and take the 1/4 spirit upgrade via suicide.

Sean One - This boss needs testing. Hit box is weird. Seems to only take damage from above, but I'm not really sure.
After go right, shoot down into Sean One's Cannon. Simply destroy the 4 cannisters and wait.


Chapter 7 -

Ride train

Spider Bot - I really hope there's a faster way to kill this thing. For now, single fire spread is the best I can come up with, with intentional deaths for ammo.

Graft #5 - Same as chapter 1 Graft, except getting underneath the hand and spamming is a bit quicker.

MKbot #2 - This needs work. The best idea I can think of is to do damage until its third fly by, then you hang to the wall and spam into it.

Final Boss - Get rid of the arms by hanging to the walls and mashing like crazy. Second phase requires melee. There is a trick to make melee faster by pressing forward while using melee, but it's hit and miss. Third phase is the spine, not sure whether attacking from the wall is best or on top of his head. Final phase, press hold and mash downward while on his head. Fall off when out of ammo. Rinse and repeat.