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Opry99er

TI-99/4A Speed Run (Parsec)

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44 minutes ago, Opry99er said:

There would need to be a cutoff point... with no "end" it is impossible to speed run a game.  That's why I picked the Killer Satellites as the cutoff for Parsec.  Usually speed run games are platformers, RPGs, racing games, etc... as far as I know, TI Invaders doesn't have an ending.

Well, you could pick a particular round, as you did in Parsec with the killer satellites. For example, play TI Invaders until you reach the level with the green blinkers.

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1 hour ago, mizapf said:

Well, you could pick a particular round, as you did in Parsec with the killer satellites. For example, play TI Invaders until you reach the level with the green blinkers.

Love it!  😊 I'm decidedly poor at that game... so I look forward to seeing what you guys can do with it!  😊 

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The point with TI Invaders is that you can end each wave by shooting all intruders as fast as possible. This could be done is less than a minute, I'd guess, and you have less fixed time as in Parsec where you have to wait until the next enemy swoops in.

 

Another goal could be to reach 10000 points as fast as possible. This would mean that you have to carefully consider whether to wait for the yellow mother ship or for the interlude ship.

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Just now, mizapf said:

The point with TI Invaders is that you can end each wave by shooting all intruders as fast as possible. This could be done is less than a minute, I'd guess, and you have less fixed time as in Parsec where you have to wait until the next enemy swoops in.

 

Another goal could be to reach 10000 points as fast as possible. This would mean that you have to carefully consider whether to wait for the yellow mother ship or for the interlude ship.

That's a really interesting idea!  Lots of gaming categories available to us with all these great games we have for our system!!

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1 minute ago, Retrospect said:

I never did attempt to engage with Dramites in Lift-2 but I like your method

Give it a try.  By going slower than the Dramites, you trick them into stuttering their vertical ascent, meaning they will always fire BELOW your ship as long as you are rising in elevation.  The downside is, if you reach the top of the screen, you don't have the speed to drop down if the Dramite is still alive.  So, kill it on the "rise" or lose a ship.

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On 6/7/2021 at 8:56 AM, Opry99er said:

There's literally no reason why we can't require video proof of a run.  

Billy Mitchell opposes this suggestion. 🙂

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