Difference between revisions of "Ikari Warriors (NES)/any%"

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[[Ikari_Warriors_(NES)]]
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The trick behind completing the game without deaths is to rely on getting fuel drops for the helicopters in area 3 and 4. There is a good deal of RNG to get this to work, but the game mechanics governing the drops are well understood, which has allowed manipulation at least to some extent of the fuel drops. See [[Ikari Warriors (NES)/Fuel drop manipulation|fuel drop manipulation]] for more information. It's possible, at least in theory, to beat the game without deaths even without relying on the fuel drops, but it would be much, much slower and will not be described here.<br /><br />
==Level by level description==
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=Level 1=
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Foot to tank - https://www.youtube.com/watch?v=mfIetUyC1aQ<br />
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If you start speedrunning this game, you'll see this section many times. This is where it becomes apparent that the game's rng must be fairly primitive. The enemy movements are clearly intended to be random, but you'll soon be able to correctly predict many of the movements. There are still many possibilities, so they will not be listed here.<br />
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Tank to foot - https://www.youtube.com/watch?v=p0SzRGjiPX4<br />
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Below are shown the parts that will be different from the [[Ikari Warriors (NES)/any%25_deaths|death abuse route]] and some more conservative and safer strats. The latter can be justified by the fact that this category is significantly more RNG-dependent to complete than a death-abuse run.
The F and L are absolute requirements for the rest. The S is a nice to have, but not at all necessary. The first part of this tank is plagued by random grenade thrower spawns. They should only occasionally be able to hit you, but they're still an annoyance. The rest of the section is mainly to hope for not late tank spawns because of the sprite limit and getting the timing down to take out the gate guards without touching the gates. The shots during the last stretch before leaving the tank was to take all enemy soldiers approaching. If not, they will approach from behind and catch up with you while you're in the water on foot.<br />
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Foot to helicopter - https://www.youtube.com/watch?v=BcwUzhX_2Uo<br />
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==Area by area description==
There are only four enemies you need to care about here. They are all best taken care of with grenades as shown here. The first one is a machine gunner that will also home in on you. The next two are self-exploding guys and the last is the rapid machine gunner right before the helicopter. Maybe 5-10% of the time, the mine will kill you if you walk in a straight line. If you want to reduce that risk (at the cost of a few frames) you can slightly to the left when you're walking alongside it.<br />
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=Area 3=
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<u>5 - Foot</u> - https://www.youtube.com/watch?v=ko3R4ayFAB8
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* Mostly predictable, but still quite long and some sections are quite risky because of random shooting soldiers that can appear.  
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* The final section before the helicopter is constructed to help getting the fuel drop later on while in the helicopter. A more thorough description of how this works is found in [[Ikari Warriors (NES)/Fuel drop manipulation|fuel drop manipulation]].
  
Helicopter/flying glitch to the end - https://www.youtube.com/watch?v=ylCHMOPwtU8<br />
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<u>Alt 5 - Tank</u> - https://vimeo.com/568079916<br />
The flying glitch is described in the Game Mechanics section. Right before the end of the level, you teleport a bit forward. It's also possible to teleport backwards. This glitch hasn't been researched, so the details are not understood. However, if you leave the helicopter as early as possible, you'll get the forward teleportation near the end, which saves a few seconds.<br />
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Using the tank is of course a bit safer than continuing on foot (but actually also adds a few risks). It's slower by over 15 seconds.<br />
  
=Level 2=
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<u>6 - Helicopter and boss</u> - https://www.youtube.com/watch?v=9WtWQ96FpVM
https://www.youtube.com/watch?v=xpPSTUHsQVc<br />
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* The fuel drop from the first tank can be manipulated. A more thorough description of how this works is found in [[Ikari Warriors (NES)/Fuel drop manipulation|fuel drop manipulation]].
https://www.youtube.com/watch?v=yuFOPXwJbbw<br />
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* When exiting the helicopter, you'll be facing the direction you were last flying in. By reversing just before leaving the helicopter, you can immediately start walking down instead of having to do the half-circle turn if you had been facing up.
https://www.youtube.com/watch?v=UGAJAzgaTPU<br />
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* The boss takes 5 hits (the hitbox is huge) and then you need to toss a grenade at the floor below the desk to reveal the exit. The staircase takes up two blocks and can be in one of several locations below the desk. The location is random and depends on the timer and player input leading up to that point. It doesn't appear to be possible to manipulate the location, but the underlying mechanism is not known. With the current knowledge, the best you can do is to throw one grenade from the left side to cover the possibility of the stairs being on the right side. If that doesn't work, turn around and toss a grenade to the left from the opposite side of the desk to cover the remaining possibilities. You should never need more than 2 grenades to cover all possibilities.
  
=Level 3=
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=Area 4=
https://www.youtube.com/watch?v=-eGQLme7jFM<br />
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<u>3 - Foot</u> - https://vimeo.com/568076572<br />
https://www.youtube.com/watch?v=mKlgpH833vA<br />
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Random enemies can appear on the left side of the water section, but are usually quite easily dealt with when it's the case. The rest is not random and quite easy to execute. The route through the barrel area until the helicopter is constructed to maximize the odds of getting a fuel drop for the helicopter. A more thorough description of how this works is found in [[Ikari Warriors (NES)/Fuel drop manipulation|fuel drop manipulation]].<br />
https://www.youtube.com/watch?v=JdMkAsrR8xc<br />
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https://www.youtube.com/watch?v=hL9fAFnx5II<br />
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https://www.youtube.com/watch?v=YWbME65q8XU<br />
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=Level 4=
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<u>4 - Helicopter</u> - https://vimeo.com/568076603
https://www.youtube.com/watch?v=P86cpDuYzw0<br />
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* The last "missile turret" is very random and somewhat "intelligent" (moves in ways to avoid your shots), so care has to be taken here. The rest is fairly easy to execute. However, there is a small chance that weird things happen along the way. It can be enemies that spawn in slightly different locations and therefore being out of reach or a grenade that is tossed from one of the walls that can hit. This is rare though. The route shown here is made to be as safe as possible (it's possible to take a straighter route at the cost of some risk in some places).
https://www.youtube.com/watch?v=DYI-ShDF8dk<br />
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* The last boss takes 10 hits. Occasionally, the boss takes more grenades to destroy. Some observations of this behavior is described in the [[Ikari Warriors (NES)/any%25_deaths|death abuse route]].
Foot to helicopter - https://www.youtube.com/watch?v=oqtI-QI1LE0<br />
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Random enemies can appear on the left side of the water section, but can quite easily be dealt with when it's the case. The rest is not random quite easy to execute. The route through the barrel area can be done faster and the big loop back before the helicopter obviously consumes a lot of time. However, from testing, this seems to give quite good chances for a fuel can drop near the helicopter. This has purely been tested by experimenting with various routes from various save states, but there is no hard proof that this optimizes the chances for the right drop. The drops contained inside the walls are determined a little before they appear on screen. By turning around and walking backwards, it's quite evident that the memory gets more and more corrupted. That's where the idea of the loop back comes from.<br />
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Helicopter to the end - https://www.youtube.com/watch?v=hCg_4BE0B0E<br />
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The last "missile turret" is very random and quite "intelligent" (moves in ways to avoid your shots), so care has to be taken here. The rest is fairly easy to execute. However, there is a small chance that weird things happen along the way. It can be enemies that spawn in slightly different locations and therefore being out of reach or a grenade that is tossed from one the walls that can hit. This is rare though. The route shown here is made to be as safe as possible (it's possible to take a straighter route at the cost of some risk), but it's still not 100% safe.
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Latest revision as of 07:25, 27 June 2021

The trick behind completing the game without deaths is to rely on getting fuel drops for the helicopters in area 3 and 4. There is a good deal of RNG to get this to work, but the game mechanics governing the drops are well understood, which has allowed manipulation at least to some extent of the fuel drops. See fuel drop manipulation for more information. It's possible, at least in theory, to beat the game without deaths even without relying on the fuel drops, but it would be much, much slower and will not be described here.

Below are shown the parts that will be different from the death abuse route and some more conservative and safer strats. The latter can be justified by the fact that this category is significantly more RNG-dependent to complete than a death-abuse run.

Area by area description

Area 3

5 - Foot - https://www.youtube.com/watch?v=ko3R4ayFAB8

  • Mostly predictable, but still quite long and some sections are quite risky because of random shooting soldiers that can appear.
  • The final section before the helicopter is constructed to help getting the fuel drop later on while in the helicopter. A more thorough description of how this works is found in fuel drop manipulation.

Alt 5 - Tank - https://vimeo.com/568079916
Using the tank is of course a bit safer than continuing on foot (but actually also adds a few risks). It's slower by over 15 seconds.

6 - Helicopter and boss - https://www.youtube.com/watch?v=9WtWQ96FpVM

  • The fuel drop from the first tank can be manipulated. A more thorough description of how this works is found in fuel drop manipulation.
  • When exiting the helicopter, you'll be facing the direction you were last flying in. By reversing just before leaving the helicopter, you can immediately start walking down instead of having to do the half-circle turn if you had been facing up.
  • The boss takes 5 hits (the hitbox is huge) and then you need to toss a grenade at the floor below the desk to reveal the exit. The staircase takes up two blocks and can be in one of several locations below the desk. The location is random and depends on the timer and player input leading up to that point. It doesn't appear to be possible to manipulate the location, but the underlying mechanism is not known. With the current knowledge, the best you can do is to throw one grenade from the left side to cover the possibility of the stairs being on the right side. If that doesn't work, turn around and toss a grenade to the left from the opposite side of the desk to cover the remaining possibilities. You should never need more than 2 grenades to cover all possibilities.

Area 4

3 - Foot - https://vimeo.com/568076572
Random enemies can appear on the left side of the water section, but are usually quite easily dealt with when it's the case. The rest is not random and quite easy to execute. The route through the barrel area until the helicopter is constructed to maximize the odds of getting a fuel drop for the helicopter. A more thorough description of how this works is found in fuel drop manipulation.

4 - Helicopter - https://vimeo.com/568076603

  • The last "missile turret" is very random and somewhat "intelligent" (moves in ways to avoid your shots), so care has to be taken here. The rest is fairly easy to execute. However, there is a small chance that weird things happen along the way. It can be enemies that spawn in slightly different locations and therefore being out of reach or a grenade that is tossed from one of the walls that can hit. This is rare though. The route shown here is made to be as safe as possible (it's possible to take a straighter route at the cost of some risk in some places).
  • The last boss takes 10 hits. Occasionally, the boss takes more grenades to destroy. Some observations of this behavior is described in the death abuse route.
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