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Super bomberman 6 snes rom
Super bomberman 6 snes rom










Waiting for it to wear off takes too much time. 12 is also impractical, as you can't get hit by a punched bomb while having the invincibility on.They'd also lose most of the power ups which is a major set-back. 10 is hugely impractical, by the time a speedrunner reaches level 3-4 they should already have 9 lives, and losing all 9 will take ages with the super long invincibility.However, there are more than enough Extra Bomb bonuses until level 6-4 making the hidden bonus in this level very plausible. It's hard to plan ahead for 9 in Level 3-3, as the only bonus that alters the second digit of the score is the Extra Bomb bonus and there aren't too many of these to spare or give up on.If a player has the Punching Glove bonus, pressing the Y button 5 times (no need to actually punch a bomb) will fulfill the condition. Keep in mind, however, that 6-7 is the last randomly-generated level, so triggering a bonus there isn't too helpful.

#Super bomberman 6 snes rom download#

6 is actually free! Turns out you can press Start while the end-of-level jingle plays and it'll spawn the bonus without actually opening a menu and wasting a precious second on the menu animation. Super Nintendo (SNES) ( Download Emulator ) File Name Super Bomber Man (Japan).

super bomberman 6 snes rom

  • 4 is quite time consuming, however for a reason I'll describe later I still use it on Level 1-5.
  • 3 and 5 are hugely impractical, 1280 frames are over 21 seconds and wasting so much time on a single level makes no sense in a TAS.
  • 2 is possible but hard to control in a TAS scenario, because placing a bomb into a tile with an active explosion breaks the current combo, so you have to plan the entire level around this bonus, which might be too slow.
  • If someone happens to have the exit exposed before defeating an enemy it's possible to utilize this, but it's very unlikely and it's probably not worth to plan a run around this.
  • 1 is possible but usually not practical, bombing the exit will respawn a defeated enemy with several seconds of invincibility, and it can't be done while the end-of-level jingle is playing, so it's too slow for a TAS.
  • Some of these are not practical for a TAS:
  • Have one player place 6 bombs at the same time (Level 3-6).
  • Have a player reach 0 lives (Levels 3-4, 4-5).
  • super bomberman 6 snes rom

  • Let the last digits of a player's score be "20" (Levels 3-3 and 6-4).
  • Use the Punching Glove bonus 5 times (Levels 2-7 and 6-5).
  • Find every regular bonus, and the exit, without taking or destroying any of them (Level 2-4).
  • Open the pause menu (Levels 2-2 and 6-7).
  • super bomberman 6 snes rom

    Placing a bomb at least once in each of the four corners of the level (Levels 1-5 and 4-1).Standing on the exit for 1280 frames (Levels 1-4 and 4-7).Getting a combo of 3 enemies (Levels 1-3 and 4-4).There are several level-specific conditions that will cause them to appear once they're met: But as I described in a 2013 video, they don't appear randomly. Sometimes, seemingly randomly, special bonuses that can't be found anywhere else, will just spawn out of nowhere during story mode. I previously mentioned that normally, level layouts are deterministic after the initial seed has been set, but there's a little known aspect of this game that also uses the slow RNG, and can be used to pick different, more favorable seeds for the upcoming levels.










    Super bomberman 6 snes rom