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Sunset riders super nintendo
Sunset riders super nintendo





sunset riders super nintendo

This one, unfortunately, didn't do that well.

SUNSET RIDERS SUPER NINTENDO SERIES

After that memorable supporting role, someone at Capcom saw something more for the flying demon and decided to give him his own series – including Gargoyle's Quest on the Game Boy, Gargoyle's Quest II on the NES and this game, their 16-bit sequel Demon's Crest. Super Mario RPG: Legend of the Seven StarsĬapcom's devilish hero Firebrand first appeared as an annoying, antagonizing enemy character in Ghosts 'N Goblins. Teenage Mutant Ninja Turtles: Turtles in Timeĭonkey Kong Country 2: Diddy's Kong Quest

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  • Similar submissions (by title and categories where applicable): The audience seemed to mildly enjoy this run, so did I. Aggression and precision shines the best in boss fights. Now, the action is also diverse across levels, even though they all have similarities. I didn't see anything that looked particularly sloppy or questionable, and the explanations in the thread seem to cover everything pretty well. Gameplay reminds me of Genesis RoboCop versus The Terminator (USA) by Cardboard in 14:06.92, just the game itself is not as neat.

    sunset riders super nintendo

    My english is still terrible feos: This run feels really solid to me. Here i had to control the spam with the Y button to hit the boss more frecuently Bonus StagesĮvery player have to get 25 kills to reduce the point counter time Some screenshots Pending. Only the left balcony works to make this strategy. I had to control the Y button spam to optimize the boss fight Stage 8 I improved the level (before the boss) almost 4-5 frames compared to my last run Stage 7 If the character is off camera or in a transition of get down from a balcony is invincible during the transition Stage 5 Shorter transition of killing the boss than my last run Stage 4

    sunset riders super nintendo

    I tested if was more faster keep the boss up or get down from the corridor. The only thing optimizable in this level is the boss fight, luck manipulation was used. Here starts the main objetive before the boss: NOT LET TO STOP THE CAMERA SCROLLING, Stage 2 You can see it from this ram watch file Explanation by stage Stage 1 The bosses have 80 points of life, every shoot is 1 point, some structures of the boss fights have 24, 40 or 80 points. Luck manipulation was neccesary in almost every boss fight The bullet limit is a problem with The Smith Bros, because that limit includes the impact effect (You can see this too in the second bonus stage). With Steve and Billy i can shoot more frecuently than Bob or Cormano and their bullets moves faster than Bob and Cormano.Įveryone moves at the same speed, but Cormano has a more longer animation at tne fight end (consuming time). Info from Wikipedia Game objetives Genre: Shooter 2 Players Luck Manipulation DON'T STOP THE SCROLLING Rom MD5: 1e1b47d5e5b0d9faa5447273a52fc6ea Rom SHA1: 50f0d77323a5967aa329c72e7a2d926ed158f667 Emulator used: lsnes-r22b23_gb_w64_20180507_7d9b3e-nodbg Faster than my WIP by 13 secondsI got some strategies from Schnretzl's run Home console versions of Sunset Riders were released for the Sega Mega Drive (Genesis) in 1992 and for the Super Nintendo Entertainment System in 1993, to a positive reception. The coin-op version was released in two variants: a two-player version and a four-player version. The game is set in the American Old West, where the player takes control of a bounty hunter who is seeking the rewards offered for various criminals. Sunset Riders is a side-scrolling run and gun video game developed and released by Konami as a coin-operated video game on the JAMMA arcade platform in 1991.







    Sunset riders super nintendo