Note that this is a FDS (Famicom Disk System) game.
- Leaving your riding partner
- You can save 1 frame by jumping off the spaceship right before the camera would hit the stage's boundary so the end of level object will be 1px closer to you, activating it 1 frame earlier.
- Pre-start glitch
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If you....
- leave your spaceship earlier, you will lose time for not being perfect
- leave your spaceship 2 frames before finishing a stage, you will have +2px on the next stage (because of acceleration)
- leave your spaceship 1 frames before finishing a stage, you will have +1px on the next stage (because of acceleration)
- ride your spaceship when finishing the stage, you can jump in the air on the next stage (minimal "get off the ride" jump length)
TODO: examine what does the game saves and how it alters gameplay.
- There's a "DAMMYSVD" @ C6B5, judging by it's structure, it's a "dummy save data" (maybe the game copies from there when killing a save slot?)
- Slot 1 starts @ C7D4, Slot 2 @ C854.
Affected bytes when killing Slot 1:
C7D4~C7DB (PlayerName), C7E6~C7ED, C7EF, C7F4~C7F6.
Things the game saves/depends on:
- Each player requires a different slot (saved independently) from the available 2.
- Stores player's name, score, lives and a counter for an item (?)
- The game stores the amount of times you fire a bullet and the number of bullets that hit an enemy. The number of enemies hit and the number of bullets fired are divided by each other and then multiplied by a hundred. That accuracy percentage is then compared to five threshold percentages which decide which ending you get from a total of 5.