Posted: Sat Jul 09, 2011 11:39 pm Post subject: Lemon/EAB Super League 2011 R8: Ruff 'n' Tumble + Zeewolf
Lemon/EAB Super League 2011 - Round 8: Games released in 1994
Ruff 'n' Tumble
The round starts now, and ends at 11:59pm UK time on Saturday, July 30th.
Score as many points as possible.
Post screenshots of your high score in this thread, and write the score underneath.
Screenshot maximum size of 400px width please, or use a thumbnail.
Don't cheat! No continues or passwords allowed.
Bring a Friend!
Anybody who invites a totally new player into the competition will get double voting power for the next round. A few terms and conditions:
The new player has to post a score for the designated round and has to confirm who they were invited by.
Only one double vote per person per round (although the voting bonus for winning the round will still apply).
Anybody who has ever taken part in a Super League or Knockout tournament (even once) does not count as a new player.
Players deliberately abusing this offer (i.e. getting someone to post a comedy score to get them the double vote) will have their double vote withdrawn.
. If you hold down the fire button you can aim at 45 degree angles. Use this to fire diagonaly up or down at enemies and save having to face them. Enemies usually only fire when you're on their level...
. The inertia will be a big problem for some people, so make allowances for it when running - especially around ledges. The game has a nasty habbit of stopping you running too quickly anyway with enemy gunfire, so just take it steady. There are no time bonuses in this game...
. You'll usually discover at least one life every other level, and between levels you can level up with 100 coins - so keep 'em rollin' in!
. There is a rare bug which sometimes prevents the player from leaving a sprung platform. I've had this happen three times with me; restarting is the only option.
. There's no high score table, so screenshots will have to be taken when the 'game over' sign appears.
. The game plays best under an 030 or 040 setup, with a minumum of an A1200 with fast ram required. A500 users may simply find it just too darn slow! I use an 040+JIT setup under emulation.
. Keys: Press 'space' to toggle weapons, 'G' to lower landing gear, and 'H' to hook your tow line to things.
. The helicopter also has a Turbo Thrust feature, activated by holding down the right mouse button (uses up a lot of fuel!).
. Begin by studying each mission briefing screen carefully using the arrow keys. In-game, press the keypad 'enter' key to switch to the stats screen; where you can cycle through your mission objectives and have them appear as green dots on the map. Brown dots on the map indicate a mission with a specific flight pattern.
. To tool up on ammo: Land in front of the blue tank on the bow of the carrier ship, and use the arrow keys to adjust your payload. Fuel will be loaded automatically.
. Pressing fire with the gear down gives you a turbo lift-off function - handly in emergencies.
. When dropping aircraft on the carrier, lower your landing gear as you hover over the deck - and when you're over the 'sweet spot' the hook will release the object in the correct position.
. The player starts with 4 lives (shown as 3), but a good fast and accurate run through each level should eventually give the player a few more; as indicated on the level completion screen after about level 4 or so.
. If you inadvertantly gun down one friendly too many, or cannot complete a mission for whatever reason, press 'Escape' to restart. You'll carry over the same previous lives and energy, but you'll get to go through the same level again from scratch.
. The game ends after the lives counter reaches zero and the last helicopter dies.
. Again, there is no real high score table in Zeewolf. The game will turn brown as the 'game over' sign appears, and then your total score will be shown. There's no name entering stuff.
Last edited by lifeschool on Tue Jul 12, 2011 12:36 pm; edited 25 times in total
I got to level 4.2 - the one before 'the spiky pits of death'; after throwing most of my 9 lives away on 4.1. I think 4.2 is probably the toughest of them all! I died on the spikes in the picture
I had 12 lives by level 23 but chucked it all away (again and again!) by failing to rescue all six guys on that level. I made it to 24 with only 5 lives remaining, but I failed this time because I totally ran out of ammo with 2 full lives left; and only 4 poxy enemies to kill; resulting in me having to seek out my own death. Still, not bad for starters.
I find the controls of Zeewolf are actually very good once the player gets the hang of it - you basically point the way you want to fly and then wait for the machine to turn or bank in this direction. Learning to take out enemies is the tricky part as you'll need to work out a flight plan to make sure you line the enemies up correctly.
Last edited by lifeschool on Sun Jul 17, 2011 4:54 pm; edited 1 time in total
Joined: 02 Jan 2007 Age: 35 Posts: 2113 Location: Oxfordia
Posted: Thu Jul 14, 2011 6:27 pm Post subject:
Well done to robo and life for holding the fort, bit quite on the LA front at the mo and I really can't see myself getting any Scorsese up until Sunday at the earliest. John4p always puts in a strong performance, but hey, thats the nature of the comp!
premmisseth, nice to see you back The compo NEEDS you right now. Tip: Just take it slow - the levels are easy once you remove all the re-spawning enemies.
My mission today was to surpass john4p. Q:How could John be so far ahead of me (score wise) on the same level?? Where was I going wrong? I figured, he must've gunned down everything; polished off every generator, and collected every coin and bonus in the goddam world! So that's what I did; going back and back; pickin em all off....
<much time passes>
..at last (quite knackered now), I'm in a position to match him - level for level, score for score, and here I set the camera rolling. I've speeded up the back end of the repetitive slog; -and then we move into real unknown territory.
...the levels are easy once you remove all the re-spawning enemies.
You keep mentioning killing the re-spawning enemies, Is the difference between your score and the sores of others that you have killed more of these re-spawning enemies? This is typically not allowed in the comp, can you explain the need to do so? and the circumstances. _________________
Oh yeah, sorry, I was talking about the generator pads. It's part of the game design
You get a level bonus for all your accumulated coins and kills, so you have to make sure you kill all the bad guys and collect all the coins they drop for a maximum level bonus. Wandering enemies generally die in peace, but robot generator pads will often construct three or occasionally four robots before they wear out (the flashing lights will go out, signaling their demise). You'll hear a noise when one of these things rematerialises itself, a sure giveaway that the game really wants you to get yourself hurt for the sake of a potential maximum bonus. The best scorers at this high level will know exactly where all the kills are, and they'll CLEAR the level. The game prompts you to do this anyway, right from level 1.
It's also a necessity. If you've just seen me trying pathetically to get beyond level 4.2 in the video above, you may also understand how essential it becomes to tidy up behind yourself. I only managed to continue successfully from the same restart point (repeatedly I'll admit ) because I'd already cleared that section first - which was originally thick with all kinds of enemies -otherwise I'da been dead a lot sooner! By level 4 it becomes critical to clear the level in case you get killed... otherwise you can't progress.
Joined: 12 Jan 2008 Age: 34 Posts: 1119 Location: Germany
Posted: Sun Jul 17, 2011 7:41 am Post subject:
...the levels are easy once you remove all the re-spawning enemies.
You keep mentioning killing the re-spawning enemies, Is the difference between your score and the sores of others that you have killed more of these re-spawning enemies? This is typically not allowed in the comp, can you explain the need to do so? and the circumstances.
If it's infinite respawning enemies than it's leeching and forbidden.
If it's finite respawning enemies than it's milking and allowed.
The enemies in RnT respawn a limited number of times so it's no problem.
Some cannons spawn unlimited countless tiny enemies - but they are worth 0 points each.
Thus this game's scoring system is perfect for competition.
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