AirForce Delta Storm (GBA) any% Easy speedrun in 32'53"52 IGT (

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  • Опубліковано 5 жов 2024
  • Played on emulator (mGBA 0.10.2). US, English. RTA.
    Fantastic game developed by Mobile21/Konami that's somehow more Top Gun than any other game released for the GBA (which includes 2 licensed Top Gun games)!
    The ruleset I'm operating under is pretty standard:
    New game.
    Clear all missions. Restarting missions is allowed (didn't need to in this run).
    No turbo (probably wouldn't help anyway).
    Timing starts when difficulty is selected; ends when "MISSION CLEARED" appears on the final mission (20). Arbitrary, BUT this seems to make the most sense, in that it's the easiest to retime based on video alone.
    This run opts for "Easy" difficulty: missions have less primary targets, greater weapon loadout, less threatening enemies. On harder difficulties, either enemies take more hits or your weapons are weaker (hard to tell which). On "Normal" difficulty, you can't always get away with spamming missiles, so some missions become a bit tedious. "Hard" difficulty is just beyond ridiculous, not worth the struggle, but still challenging.
    Note: I'm aware that running the game in Japanese would be quicker, since the dialogue breaks take less time due to faster text. It also has the added quirk of changing the timing on a couple missions, since your plane is moving the entire time during those breaks. For simplicity, I chose to stick with English for this first run.
    Speed Notes
    Laying on the throttle is a good speed strat. Your motion has no apparent impact on your acceleration, so just holding the button down is good enough to get up to max speed. Since releasing throttle (& brake) will take you back down to a fixed cruising speed, more attention is needed to get to somewhere between max speed and cruising speed (or min speed and cruising speed when decelerating).
    Auto Pilot is a feature that levels your altitude automatically. You lose pitch & speed control during this time. Also of note, you trigger this feature by hitting throttle & brake at the same time, but it can sometimes trigger if you release one and press the other immediately after.
    The number of missiles you can fire at once is limited. You can bang on that button all you want, but you may be stuck waiting for a missile to hit (or expire) before you're able to fire the next one. Nevertheless, spamming missiles is a prime strategy.
    Your missiles have a chance of hitting that's (at least partially) based on relative movement between your plane and the enemy. In some specific cases, you can guarantee a hit by performing the same movements in order to keep this relative movement & speed consistent. At least, that's the working theory.
    Using guns to take out bogeys is a good alternative to using missiles. However, it requires you to be very close to the enemy's altitude, This closeness can make it harder to tail enemies (i.e., requires more speed management), but it does make more sense in some cases (see Mission 10).
    Mission Notes
    M01 - Missile "luck". Without relative movement consistency, there's minor time loss if any missiles don't hit.
    M02 - ...
    M03 - Full throttle. If you can find the right positioning during the middle stretch, you can ride that section straight without turning, but turning precision in this game is rough.
    M04 - Matching speed with the 1st group is important for missile accuracy. 2nd group: for a guaranteed hit, immediately switch target once to find the right one, then fire missiles & release throttle while not turning until target goes down.
    M05 - The subs surface on a timer, so you can fire early if you know when (note: bomb timing depends on your altitude).
    M06 - Missile target management + some "luck".
    M07 - KXF4 for speed. Target altitude around 6960-6970 (m) with a little margin. Speed matching is important here.
    M08 - All aboard the lag train. 1st target is a guaranteed hit while braking and turning. I do not leave the train until my missiles hit. A lot of things can go wrong here (e.g., targeting can get funky around the 2nd train).
    M09 - Exciting!
    M10 - Use guns w/ missiles on the 1st target for consistency. Should be engaging at 5200+ (m).
    M11 - Again, KXF4 for speed. Need a good line straight down towards your target AND apply brakes. 70 point quota means you can be slightly off for only 1 target.
    M12 - Landing is easy IF you don't mess with your pitch. Instead, braking brings you to the ground.
    M13 - Mines not a problem.
    M14 - XA10 for firepower! (less hits required)
    M15 - Annoying. Enemy trajectories are based on your speed & movement. If enemies drift out of bounds, you can't hit them. Once fired, enemy missiles are unavoidable. You may skip enemies if you can absorb the damage.
    M16 - KXF6 for speed. That bogey can do a lot damage, but you can mostly ignore it and still survive.
    M17 - FYI: there's a bonus points system for ground targets. Need all but one.
    M18 - Safest to eliminate both bogeys if possible.
    M19 - Enemies in hard pursuit. Can option to play it safe here.
    M20 - Don't miss!
    @TascoDLX

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