weapon rebalancing (spread shot is a bit OP for one) If I were to make Contra/Super Contra a bit more balanced: The L weapon is weird, because you have no choice but to shoot 4 mini-lasers in succession, and when you press the B button, the bullets reset to the player's position. The M and F weapons can have a variable number of bullets allowed on screen. Obviously, the regular weapon cannot be upgraded, (except for the R upgrade). Second level upgrades it to the original 5 bullets per shot and 10 total. First level lets you shoot only 3 bullets per shot, and 6 bullets total. Here, a demo I made of an upgradable S Weapon. I use bit 5 of the weapon code to store the upgrade status. If you take another item of the same type, the weapon is upgraded. Recently, I made some tests with weapons, under a specific concept: the first time you take a weapon item, you get a weak version of that weapon. Bits 0-2 is for the weapon type and bit 7 is set when you get the R Weapon Item. The current weapon code is at memory $AA for player 1 and $AB for player 2. Not impossible, just a lot of code to tweak or create. But when you add enemies or weapons in the lot, that's a different story. If it's just a number of continues, then it would be relatively trivial. I thought about adding different difficulty modes to a single game, but it can potentially represent a truckload of ASM work.
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