Difference between revisions of "Metal Arms: Glitch in the System"

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(Note about item drops)
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==Cutscenes==
 
==Cutscenes==
 
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.
 
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.
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==Item Drops==
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All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.
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=Glitches/Techniques=
 
=Glitches/Techniques=

Revision as of 11:44, 18 April 2014

No verified speedrun has been done for this game.

How to Run Metal Arms

Timing

For single-segment runs, splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.

For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the "Saving Profile" notification.

Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.


Continuity

While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.

When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.


Cutscenes

This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.


Item Drops

All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.


Glitches/Techniques

Ramp Jump

You can jump much higher if you jump right after hitting a slope.


Wrench Clipping

When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.


Speed Sliding

When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).


Enemies

General Notes

Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.


Grunt

Can be killed with:

  • 20 SPEW Rounds
  • 1 direct rocket hit
  • 2 indirect rocket hits
  • 2 Scatter Blaster hits
  • 5 level 1 Rivet rounds OR 3 level 2 rivet rounds


Elite Grunt

Can be killed with:

  • 4(?) Explosive devices (rockets or grenades)


Titan

Can be killed with:

  • 6 Explosive devices (rockets or grenades)
  • 3 Direct Tank shots


Scientist

Generally, these won't attack you unless you attack them first.

Can be killed with:

  • 3 Explosive devices (rockets or grenades)
  • 80(?) Spew Rounds
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