Difference between revisions of "Ikari Warriors 2/Game Mechanics"

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(Galago tunnels)
(Weapons)
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==Weapons==
 
==Weapons==
Switching weapons costs roughly 1.5 seconds (provided you've already planned a trip to the menu). While the boomerangs are incredibly overpowered, they don't save anywhere near that time any place in the game. The bazooka is powerful and even deals damage to bosses, but does so more slowly than the special items (robot armor, arrow and lightning quick kill). The sword is somewhat interesting to play with casually, but have no impact in a speedrun. The mines are rubbish. The fastest way is simply to play with the machine gun (B-button) and the grenades (A-button) the whole game. All weapons can be upgraded three times by collecting the respective weapon tokens (longer reach, bigger explosion area etc). The effects of upgrading the weapons make no difference in a speedrun though.<br /><br />
+
* Switching weapons costs roughly 1.5 seconds (provided you've already planned a trip to the menu).
 +
* While the boomerangs are incredibly overpowered, they don't save anywhere near that time any place in the game.
 +
* The bazooka is powerful and even deals damage to bosses, but does so more slowly than the special items (robot suit, arrow and thunder quick kill).
 +
* The sword is somewhat interesting to play with casually, but have no impact in a speedrun.
 +
* The mines are rubbish.
 +
* All weapons can be upgraded three times by collecting the respective weapon tokens (longer reach, bigger explosion area etc). The effects of upgrading the weapons make no difference in a speedrun though.
 +
The fastest way is simply to play with the machine gun (B-button) and the grenades (A-button) for the whole game though.<br /><br />
  
 
==RAM-addresses==
 
==RAM-addresses==

Revision as of 11:42, 9 September 2018

Ikari_warriors_2

Items

There is room for 7 items in the inventory screen, but there are only 6 to be found in the game. (the names are from the manual)

  • Earthquake power ik2.png Earthquake power^ - Stuns all enemies on screen, but does not deal damage. No known use in a speedrun.
  • Thunder power ik2.png Thunder power - All non-boss enemies on screen are defeated and boss enemies are dealt damage. During a brief period (3 frames) before the boss appears on screen, this attack can deal damage before the boss has been attributed health, effectively killing it instantly. This works on all bosses, but there are only 2 (known) locations of this item in the game.
  • Earthquake power ik2.png Wing power - Allows you to fly over objects, while still being vulnerable to enemy attacks. This method of movement also increases the speed. The wings disappear after a set amount of time or whenever you enter the menu (or shop).
  • Armor power ik2.png Armor power - For a certain amount of time, you're invincible to all damage. Anything, including bosses, that touches you will be dealt damage every 3rd frame (corresponding to the game running at 20 fps). There is one exception though. The 3rd boss has a protective helmet (or something) that is not affected by the armor.
  • Arrow power ik2.png Arrow power - Shots an arrow vertically. Everything in its way is insta-killed, including bosses. There is only one arrow power in the game (confirmed by the manual).
  • Life power ik2.png Life power - Restores to full health.
  • Time power ik2.png Time power - Takes you "back in time" to the latest shop you visited. This will always bring you backwards in the game and has therefore no known uses in a speedrun (but surely for a score attack).

^ This power has been omitted in the manual, most likely by mistake.

Movement speed

Below speeds assume general vertical movement. See also RAM-addresses.
Straight walking speed (land) - 2
Diagonal walking speed (land) - first diagonal movement: 1 and 216 sub (y) and 192 sub (x), subsequent diagonal movements: 1 and 104 sub (both x and y)
Straight flying speed - 3
Diagonal flying speed - 2 and 28 sub (both x and y)(
Straight walking speed (water) - 1 and 64 sub
Diagonal walking speed (land) - first diagonal movement: 1 and 39 sub (y) and 120 sub (x), subsequent diagonal movements: 225 sub (both x and y)

In practice, as an example, this means that a quick twitch diagonally right (or left) to shoot an enemy when walking on land incurs a time loss of roughly 3-5 frames. It's also worth noting that even though the first and subsequent diagonal movements on foot are different, they are very close in terms of total distance (a similar game mechanics exists in the first game, but the first diagonal movement is considerably more efficient in that game).

Galago tunnels

The Galago tunnels are the passages between levels. They can either be filled with weapons or enemies. It's obviously best if they are filled with weapon items... However, it's not fully understood what determines this. Below are some empirical observations.
- A test consisting of 10 playthroughs of the first level resulted in monsters in the tunnel 5 times.
- By entering the tunnel from a save state "close" to the entrance, you'll always get the same result (the same is true for all levels). By starting from a save state further and further away, you'll eventually start to sometimes get monsters, sometimes weapon items. A more detailed study would clearly be needed to determine the exact trigger and if it's something that can be manipulated in real-time.
- The second tunnel seems to always be the same as the first tunnel (so if there are monsters in the first tunnel, there will be monsters in the second tunnel as well).
- A test consisting of 10 playthroughs of level 3 resulted in monsters 9 of the times if there had also been monsters in the level 2 tunnel. The same test, but from a save state without monsters in tunnel 2 only gave monsters once.
- A test consisting of 10 playthroughs of level 4 resulted in monsters 6 of the times if there had also been monsters in the level 2 tunnel. The same test, but from a save state without monsters in tunnel 3 gave monsters 4 times.
- Some preliminary tests on if the first tunnel spawns depended on score, heart count or hard resets didn't yield anything (same score/heart count/hard reset can give both monsters and weapon items).

In summary, the first tunnel seems to be a 50/50 chance and at the time of writing, it's not known if this can be manipulated. There is a very high probability that tunnel 2 and 3 will have the same content as level 1. Level 4 seems to be more random, but possibly with a slight preference for the same content as in the previous levels. All of the playthroughs in the tests above used the speedrun routes and were played on emulator. The tests do however correspond very closely to the general hunch gained from speedrun attempts on console.

It's possible to get through the tunnels unscathed with only minor time losses compared to when there are no monsters. There is however an element of RNG in terms of the enemy bullets and some bullet patterns are difficult to avoid taking hits from.
1st tunnel - http://www.youtube.com/watch?v=R2sC4KABllc
2nd tunnel - http://www.youtube.com/watch?v=U60P6yoW9aU
3rd tunnel - http://www.youtube.com/watch?v=ldFa-nxpJg4
4th tunnel - https://www.youtube.com/watch?v=o9sU9qYnwKc

Weapons

  • Switching weapons costs roughly 1.5 seconds (provided you've already planned a trip to the menu).
  • While the boomerangs are incredibly overpowered, they don't save anywhere near that time any place in the game.
  • The bazooka is powerful and even deals damage to bosses, but does so more slowly than the special items (robot suit, arrow and thunder quick kill).
  • The sword is somewhat interesting to play with casually, but have no impact in a speedrun.
  • The mines are rubbish.
  • All weapons can be upgraded three times by collecting the respective weapon tokens (longer reach, bigger explosion area etc). The effects of upgrading the weapons make no difference in a speedrun though.

The fastest way is simply to play with the machine gun (B-button) and the grenades (A-button) for the whole game though.

RAM-addresses

  • 550/536 - y/sub-y position
  • 59E/584 - x/sub-x position
  • 63X - Boss health (the exact address appears to vary from time to time, but should be somewhere in this range)
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