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uraniumanchor

Super C Run Notes

Dec 29th, 2019
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  1. Area 1: One of the most random areas in the game because you get spawns the entire time, can mostly be dealt with using clever maneuvering, but sometimes you'll get an exceptionally bad spawn that you have to pause to deal with. The fire picked up on the second hill is used for the next three stages, but there are a couple backups later if something bad happens.
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  3. Area 2: After the second set of tanks you want to never stop moving up, you do not need to be near the top of the screen but it should be scrolling the whole time until you reach the doorway just before the boss. The boss itself is pretty trivial, this strat works even with the standard gun.
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  5. Area 3: Precise jumping is going to be required for the entire first half of the stage, the random spawns can make certain maneuvers difficult to time if you get bad RNG. Losing fire makes the spider boss quite a bit more tedious to deal with. The spider is relatively predictable, you'll only get one of two patterns if you're killing him fast enough. You want to be well on the right side of the screen when the scrolling kicks back in, so that you can avoid the dropping floor, but if you're ALL the way over on the right side when the scroll comes back on, it actually won't scroll until you move slightly to the left. The wall boss can be killed before it even gets a shot off with proper fire placement.
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  7. Area 4: The bubbles are extremely rude, there's a couple patterns you can get where you WILL die if you try to just run through, but waiting for a safe pattern is slower than just taking a death and running through. One of the two major glitches this game has takes place in here, there's a way to make the first elevator scroll way faster than normal. Most of the stage is unremarkable, quite a bit of the run time is an autoscroller. The boss is also fairly straightforward, you just have to know what the laser pattern is so that you can dodge if you're not going to kill the pieces in time.
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  9. Area 5: One of the easier stages to not die in, but one of the harder stages to actually do optimally, lots of precise jumps that can in some cases kill you if you get them wrong. If you've somehow lost your weapons, about midway through the stage there's a spread and rapid in close proximity, so you can get exactly what you need for the rest of the stage.
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  11. Area 6: The mouths in the second section are completely random, and some of the spawns are 100% impossible to deal with. Sometimes the game just decides you're going to die now. If that happens, there is a backup spread pickup in the section immediately following the mouths, but it does make that section's rhythm harder to deal with. The boss is pretty simple, both forms have safe spots to stand in, even if you're using the standard gun.
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  13. Area 7: This is the stage that will murder your arm, because you're going to be spending the vast majority of it mashing so that stuff dies fast enough. There's a handful of patterns on the giant alien... towers, for lack of a better word, that can kill you if you slightly miss the jump, and the alien eggs near the end can give you some really nasty spawn patterns. The boss itself is pretty simple if you manage to bring spread into it (and even if you don't), but it's got a lot of health to drill down.
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  15. Area 8: First half is relatively straightforward, the mouths shoot the little red nasties that you ALWAYS want to kill because they have a nasty habit of curving into you no matter how good you think your dodging is. The section with the collapsing ceiling can be either very simple or very difficult, depending on the random spawns, and whether or not said random spawns try to jump across the pits. The final boss is relatively simple, just stand on the front foot (or the middle section if you're feeling daring) and mash away, either with fire or the regular gun, and if you're fast or lucky enough you won't even have to dodge any attacks.
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