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Difference between revisions of "GridWars"

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===Your ship===
 
===Your ship===
  
Your ship has a shield around it for a brief moment when it spawns. Touching anything other than a wall or a power-up will kill you instantly.
+
Your ship has a shield around it for a brief moment when it spawns. Touching anything other than a wall or a powerup will kill you instantly.
  
 
===Temporary back shooter/side shooters===
 
===Temporary back shooter/side shooters===
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===Extra front shooter===
 
===Extra front shooter===
  
You start with two front shooters and can upgrade as far as four. After you get to four, additional front shooter power-ups will cease to spawn. It is possible for two to be on screen at once, however; if you collect a fifth front-shooter power-up, you'll get a 2000 point bonus instead.
+
You start with two front shooters and can upgrade as far as four. After you get to four, additional front shooter powerups will cease to spawn. It is possible for two to be on screen at once, however; if you collect a fifth front-shooter powerup, you'll get a 2000 point bonus instead.
  
 
You lose a front shooter each time you die (down to a minimum of, again, two).
 
You lose a front shooter each time you die (down to a minimum of, again, two).
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This increases the ''speed'' at which your shots fly. They do NOT increase the hitting power of your shots, nor the frequency at which you shoot. Extra shot speed is useful for hitting protected targets like black holes and targets which dodge, like green squares, as well as accurate shooting across longer ranges. Being able to take out a flurry of incoming enemies from further away is also an advantage.
 
This increases the ''speed'' at which your shots fly. They do NOT increase the hitting power of your shots, nor the frequency at which you shoot. Extra shot speed is useful for hitting protected targets like black holes and targets which dodge, like green squares, as well as accurate shooting across longer ranges. Being able to take out a flurry of incoming enemies from further away is also an advantage.
  
There is no known upper limit on shot speed. You lose on shot speed power-up every time you die.
+
There is no known upper limit on shot speed. You lose on shot speed powerup every time you die.
  
 
===Extra player===
 
===Extra player===
  
An extra life if you die. You start with two of these and can carry up to 9.
+
An extra life if you die. You start with two of these and can carry up to 9 (at which point, you have to die ten times before you're actually dead). These appear every time you gain a certain amount of points (200,000 on Hard) but can also appear randomly as regular power-ups - these are like gold dust.
 +
 
 +
If you die, you lose a front shooter, one shot speed power-up, and all your other powerups, and your score multiplier will be reduced to x1. However, any bulk spawns which are going on (i.e. lots of enemies appearing at once) do NOT get halted. They may continue to spawn after the brief enemy-free pause in which your ship is resurrected.
 +
 
 +
===Extra bomb===
 +
 
 +
Will completely clear the screen of enemies instantly. This will gain you 0 points. Your score multiplier will also be reduced to x1, as when losing a life. The only advantage of using the bomb instead of dying is that you keep all your powerups.
 +
 
 +
===Temporary shield===
 +
 
 +
Temporary shields will protect you from collisions for a brief period of time. They shrink as time goes on to indicate that they are wearing out. It is advisable to be VERY careful when making use of these. You get a very brief temporary shield whenever you first spawn.
 +
 
 +
===Super shots===
 +
 
 +
Red bullets pass through anything (particularly snakes) and carry much more damage when they hit things (such as black holes or magnets). (Do they pass through black holes? Do black holes perturb them?) All red shots on the field instantly turn back to regular when this powerup wears off.
 +
 
 +
===Bouncy shots===
 +
 
 +
Green shots bounce off the walls. They will thus keep going forever unless they hit something. All green shots on the field instantly turn back to regular when the powerup wears off, which is handy, otherwise they might keep going forever.
  
 
==Enemies==
 
==Enemies==

Revision as of 08:45, 6 July 2006

Gridwars.GIF

GridWars is a highly strategic arcade shoot-em-up for the PC. It was created in BlitzBasic by Marco Incitti and the latest version is freely available to download from [1].

GridWars is unashamedly modelled on Geometry Wars, a hidden sub-game in Project Gotham Racing 2 for the Xbox, and its sequel, Geometry Wars: Retro Evolved on the Xbox 360. However, GridWars manages to surpass Geometry Wars by having a fractionally slower pace which makes the game slightly less twitch-based and vastly more tactical.

Settings

GridWars scores must be split up by difficulty setting and also by screen resolution, as a larger screen equates to an easier game. The rest of the game's settings can be set to anything you wish, though there are some obvious preferences:

  • The game is best played with a dual analogue controller, but WASD/arrow keys will also serve.
  • By default, the playing field imitates Retro Evolved by being slightly larger than your actual screen, and scrolling to follow your movement. It is preferable, however, to set the playing field to exactly match your screen resolution and turn off scrolling.

Non-standard settings for Extra Bomb and Extra Life score boundaries are generally not worth considering. Easy, Medium and Hard generally have these covered.

Friends

Friends.GIF

Your ship

Your ship has a shield around it for a brief moment when it spawns. Touching anything other than a wall or a powerup will kill you instantly.

Temporary back shooter/side shooters

These can be combined to shoot in all four directions simultaneously. They wear off individually, however.

Extra front shooter

You start with two front shooters and can upgrade as far as four. After you get to four, additional front shooter powerups will cease to spawn. It is possible for two to be on screen at once, however; if you collect a fifth front-shooter powerup, you'll get a 2000 point bonus instead.

You lose a front shooter each time you die (down to a minimum of, again, two).

Extra front shooters drastically improve your general firepower and can make the difference between successfully shooting your way through a crowd of enemies and being overwhelmed by them. You should learn to be able to judge these factors.

Extra shot speed

This increases the speed at which your shots fly. They do NOT increase the hitting power of your shots, nor the frequency at which you shoot. Extra shot speed is useful for hitting protected targets like black holes and targets which dodge, like green squares, as well as accurate shooting across longer ranges. Being able to take out a flurry of incoming enemies from further away is also an advantage.

There is no known upper limit on shot speed. You lose on shot speed powerup every time you die.

Extra player

An extra life if you die. You start with two of these and can carry up to 9 (at which point, you have to die ten times before you're actually dead). These appear every time you gain a certain amount of points (200,000 on Hard) but can also appear randomly as regular power-ups - these are like gold dust.

If you die, you lose a front shooter, one shot speed power-up, and all your other powerups, and your score multiplier will be reduced to x1. However, any bulk spawns which are going on (i.e. lots of enemies appearing at once) do NOT get halted. They may continue to spawn after the brief enemy-free pause in which your ship is resurrected.

Extra bomb

Will completely clear the screen of enemies instantly. This will gain you 0 points. Your score multiplier will also be reduced to x1, as when losing a life. The only advantage of using the bomb instead of dying is that you keep all your powerups.

Temporary shield

Temporary shields will protect you from collisions for a brief period of time. They shrink as time goes on to indicate that they are wearing out. It is advisable to be VERY careful when making use of these. You get a very brief temporary shield whenever you first spawn.

Super shots

Red bullets pass through anything (particularly snakes) and carry much more damage when they hit things (such as black holes or magnets). (Do they pass through black holes? Do black holes perturb them?) All red shots on the field instantly turn back to regular when this powerup wears off.

Bouncy shots

Green shots bounce off the walls. They will thus keep going forever unless they hit something. All green shots on the field instantly turn back to regular when the powerup wears off, which is handy, otherwise they might keep going forever.

Enemies

Enemies.GIF