HOLY COW
Game objectives
- Emulator used: Moohawk 2.9.1
- Moo
Comments
Moo Moo moo moo moo, moo moo moo moo. Moo moo moo moo moo moo moo moo moo moo.
MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Stage by stage comments
Moo 1
We use a Moo charge in order to Moo our self to the edge of the right side of the screen, in order to for it to Moo-ve as Soon as Possible.
Some screens need you to kill any Moonimies before we can proceed to the next area.
Moo 2
First Auto Mooer, we simply moo ourselves during the time of Moovment
The bosses are a pain in the Moo, some bosses have a ton of health and can take forever to get a phase finished.
Moo 3
Mooooooooooooo
Moo 5
Mooooooooooooooooooooooooooooooo
Other comments
Moo
Ok let's actually make some real comments now
Stage 1
The first stage shows the first trick we do in every spawn point which is to charge dash, when this is done the player will do a charging attack and whenever the player hits a wall or the opposite direction is pressed, it causes the bull to recoil and spin the other direction, this is used to get to the edge of the screen in order to move it, which much like other run and gun games moves at a fixed rate, so not much to really speed up areas. I grab an axe subweapon and invincibility to prevent getting hit by one of the purple bullets. at the end of some screens, the next screen wont load unless defeated enemies have despawned, which is why I try to clear out enemies at the end of these screens as quickly as possible.
For the first boss, we just have to shoot him at a fixed rate, each boss can have different rates of fire meaning I sometimes have to space out my shots instead of spamming them every other frame. Jumping can pause the ability to shoot my gun so I try not to shoot it too much. Later in the game we will see me using a jump attack on some bosses, but it's not done on the first one since the boss will recoil from it and become invincible for half a second.
Stage 2
One of 3 autoscrollers in the game, I don't really do much in these stages until the end where we have to battle a miniboss, however I realized sometime after that some phases of the autoscrollers only load once the last set of enemies has gone away, meaning I could have saved some time by killing enemies as soon as possible, that's something that'll have to be done in a future iteration to save a few seconds.
The Scorpion boss is one of the more annoying ones to deal with, the rate of fire I can deal to him is very spaced out and has a ton of health, luckily I can do the jump attack on him without making him recoil, but it's still a real struggle to force him to cooporate, you can see near the end of the fight I had to pause for a moment to jump above him before dealing more damage, I don't want to kill him while he's jumping in the air as that would increase the time it takes for him to land on the ground, especially when this game does the Street Fighter trope of defeated enemies dying in slow motion.
One other thing to mention is after every boss fight, an animation plays where the characters jump and are flown away by an eagle, this can be reduced by jumping before that animation plays, usually right before you hit the ground, which causes the characters to fall through the floor which is funny.
Stage 3
This stage has a few walls we need to shoot down to continue, it's better if I can destroy them before the screen catches up with my position so I can minimize the amount of time it's stalled for.
The Waterfall climb is at a fixed rate it seems.
The snake boss we just try to stay in place while shooting him constantly, I don't jump here because it wouldn't really save that much time and would momentarily pause my abilitiy to shoot it.
Spider boss is invincible when he is doing his ball attack, but doesn't have nearly as much health as the previous boss thankfully.
Stage 4
This stage can get a bit laggy at the start, but can easily be avoided by shooting some enemies at the start.
The Mortition Vulture we need to shoot down the birds that hoist him up, which each bird seems to only drop after a few frames after the last bird fell. We don't do much jump attacks since it doesn't save as much time to do.
Stage 5
another autoscroller except not a flying section one, this is just enough time to start screwing around.
The miniboss needs to have the drill destroyed so it can't blast through the next rock, it doesn't really matter how fast you destroy it since it only despawns after it ran into a rock on the track.
The boss for this stage expects you to go to the lower platform but you can attack it on the top, but it's risky if manipulation of the boss's behavior isn't in your favor.
Stage 6
the only stage where the boss is fought on the eagle, it has different parts to it, first the train tarp, the tailgate of the train, and the bucket (yes the bucket is part of it). Then it's a barrel gun (haha). Then there are three guns that open up on the sides that you need to take care of, finally the smokey thing on the train as well.
Stage 7
each one of the first 3 screens we need to defeat the enemies on screen in order to move on, so I do my best to kill them, and the chickens that spawn subweapons count as well. for the last of these 3 screens I use the TNT stick to get rid of them since it's convenient.
the doors in the dungeon area also have a weird hit rate to them, this doesn't matter too much for the first one since I have to wait for the blue bulls to spawn in anyways, but it does matter for the 2nd door.
Final Boss
honestly one of the more annoying bosses I've had to deal with in my TASing career, doesn't help that emulation issues causes the fog to hang there throughout the fight, obstructing my view.
ThunderAxe31: Claiming for judging.
ThunderAxe31: Mooooo! (accepting).
despoa: Processing...