Batrider Unlocks and Bootup Rank
Posted: Sat Nov 27, 2010 3:06 am
Raizing's shmup Armed Police Batrider has a couple points that may need addressing.
First off, the lesser of the two issues, is that the game features unlockable ships that utilize a code entered after putting in a credit. Alternatively, the game features a range of dip switches that can enable them by default (as well as other unlockable modes). Is it permitted to have these dip settings changed for ease of startup, considering the only change in the game is negating the requirement to enter the code to access the additional ships (which are required for high-scoring purposes).
Second, Batrider's difficulty is based on the value of a range of memory addresses that quickly counts down from a large number as you progress in the game (causing it to slowly become more difficult based on your actions). The dip setting for difficulty only serves to cap how low this value can go. This system was also used in Battle Garegga, Batrider's predecessor. In the former, the difficulty would be set at its default upon bootup, allowing for a consistent starting point (in Japanese scoring contests, the cabinets are rebooted after each attempt). However, in Batrider, they changed it so that a standard bootup starts the game at max difficulty, slowly moving to the default as the attract mode plays (likely a misguided attempt to stop the annoyance arcade operators had from people rebooting garegga machines). It's been said that after a half hour of non-play, it finally reaches the point where the game is intended to start at. This wait can be avoided by enabling the service menu (F2) and holding P1 Start from when the menu appears until Raizing's logo appears, immediately setting the difficulty to its consistent normal starting point. I personally feel as though this should be allowed and mentioned, as it is typical for Japanese superplays and prevents people from waiting on the attract screen to have an advantage over those who don't.
First off, the lesser of the two issues, is that the game features unlockable ships that utilize a code entered after putting in a credit. Alternatively, the game features a range of dip switches that can enable them by default (as well as other unlockable modes). Is it permitted to have these dip settings changed for ease of startup, considering the only change in the game is negating the requirement to enter the code to access the additional ships (which are required for high-scoring purposes).
Second, Batrider's difficulty is based on the value of a range of memory addresses that quickly counts down from a large number as you progress in the game (causing it to slowly become more difficult based on your actions). The dip setting for difficulty only serves to cap how low this value can go. This system was also used in Battle Garegga, Batrider's predecessor. In the former, the difficulty would be set at its default upon bootup, allowing for a consistent starting point (in Japanese scoring contests, the cabinets are rebooted after each attempt). However, in Batrider, they changed it so that a standard bootup starts the game at max difficulty, slowly moving to the default as the attract mode plays (likely a misguided attempt to stop the annoyance arcade operators had from people rebooting garegga machines). It's been said that after a half hour of non-play, it finally reaches the point where the game is intended to start at. This wait can be avoided by enabling the service menu (F2) and holding P1 Start from when the menu appears until Raizing's logo appears, immediately setting the difficulty to its consistent normal starting point. I personally feel as though this should be allowed and mentioned, as it is typical for Japanese superplays and prevents people from waiting on the attract screen to have an advantage over those who don't.