This is most efficient in 12 frame cycles of 11 frames down 1 frame up. Pressing the accelerate, which increases Ecco’s speed by a varying amount depending on his current speed and how long the button has been held down.There are three ways to accelerate in this game: And, of course, the developers must have thought they were developing a PS2 game or something, because the game uses a wide variety of polygonal hit-boxes and detection boxes, and terrain collision is achieved by a bunch of invisible collision polygons that vaguely conform to where it looks like walls/floors/ceilings are supposed to be. On top of all this, the game tracks position to the 65536th of each pixel, which combines with the eight-frame steering rule to snowball tiny variations in position and timing into gigantic differences in result. Additionally, the way acceleration works is obscure, requiring a repeated pattern holding the button for 11 frames, than releasing for 1, the fastest way to get to top speed from a dead stop is to accelerate for 5 frames, charge, immediately cancel the charge, and then charge again eight-frames later when the cool-down wears off (maintaining the optimal acceleration input all the while). ![]() Otherwise it takes 30 frames without any form of acceleration before Ecco begins to lose speed, and even then does so at a maddeningly slow rate. ![]() At top speed, Ecco swims just under 40% faster than Super Sonic can run, but has an eight-frame rule on steering (except orthogonal flips), and no way to slow down, except for orthogonal flips, which take too long, or crashing into walls, which slow Ecco too much. ![]() It is also highly resistant to speed-running. Ecco: The Tides of Time is the sequel to Ecco the Dolphin, and has been one of my favorite games for a long, long time.
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