kitten wrote::O i never consciously noticed this, but now that you bring it up, i think it was something i observed and never understood. this tip and the new locations of all those power-ups might make a replay a lot more exciting. i really love shatterhand immensely, it's a very big favorite. i can't believe i didn't know about this stuff!!
Turns out, the jump glitch is actually weirder than I recalled. First off, it's not just every new stage, but every new
scene - after the midpoint fadeouts, you'll want to disarm the glitch again. Consulted my replay and sure enough, that's what I'm doing there... must've forgotten.
Secondly, if you deliberately hold the jump button, you'll execute a
super jump of sorts; higher than your normal max. I wonder if this becomes a tactic at higher performance levels, haha.
Either way, I'm always glad when these things have easy workarounds! See also Metal Storm's gravity jump glitch. If you gravity jump during a screen transition, and the mech is on
exactly the last frame of its rolling animation before gravity inverts, your next GJ attempt won't register - you'll just get a regular jump. Try again, or just do a normal jump (any height) beforehand, and the GJ will execute just fine. Yet again, this is why I'm seen doing a short hop at the start of each new scene in my 1LC, just to be 100% safe.
How I wish Holy Diver's godawful control issues could be disarmed similarly. Mostly, I just wish that game had received playtesting worth a damn. I seem to pick up on this stuff like lint on velcro.
Speaking of that... for a more recent finding, NES/FC Double Dragon II's controls are sadly pretty glitchy as well, when put under close scrutiny. Buttons don't register during the "sliding stop" when you let off the dpad, and the punch/kick layout takes a split-second to catch up with a turning player. For the former, you need to keep the dpad held down as you enter striking range, to avoid getting socked... for the latter, turn a few frames early lest you end up punching thin air, while the enemy you'd planned on booting in the gut backstabs you. Certainly not the nightmare of Holy Diver, but you'll probably notice this stuff if you take on FC Hard, with its profoundly more vicious "attack on first frame all day every day" AI.
NES/FC Double Dragon III and the FC-only Downtown Special have exactly the same "sliding stop" glitch. Ironically enough given its
(patently undeserved) rep for sloppy fighting mechanics, NES/FC DD1
doesn't. Obviously it has a whole helluva lot more bugs/glitches to make up for it, but I prefer those to control snags.
Regarding good Shatterbrain play, beyond the obvious benefit of keeping POW mode, learning to keep the Options healthy for on-cue super transformations is the other biggie. TBH, fighting bosses sans super mode would make for a more interesting (albeit slower) run, where they're concerned... but I prefer to think of SM as the exclamation point to a good stage performance. Also it's genuinely satisfying smashing/blasting them to scrap.
The lion's share of the challenge and technique is in the platforming anyway, imo.