Ok, I've been guilt tripped into revealing all the info.
I pulled apart the game code last night to try to figure out a bunch of things, so here's a pretty messy brain/chat dump and some pastebins of information.
Some information
'Chain Dropper' info:
http://bpaste.net/show/ip5cX66f7h5TVGd6ZtOQ/
Item odds:
http://bpaste.net/show/PNDkEA1Igk71YPJHsKak/
Gunball info:
http://bpaste.net/show/MZA11gr5WM2yhlSBLg0b/
MAME cheat xml (name it gemini.xml) with hit/kill/dropper/bonus progression tracking:
http://bpaste.net/show/tbPsR1ZpW8jpuqGjq4kK/
Chat log with chum/zil, edited for brevity and clarity
Code: Select all
05:34 < trap15> you can ignore the flag column on the droppers, I didn't bother to figure out those bits
05:34 < trap15> and I believe the +W,H? means it has a wider/taller hitbox than usual
05:35 < trap15> but I didn't trace that because hurf
05:35 < trap15> motion is just the movement pattern; several of them share patterns
05:35 < trap15> itemcnt is the number of items they'll have trailing behind them
05:35 < trap15> itemset is a "set" of items that they can have from you shooting him; check the Odds stuff out for the contents of each set
05:36 < trap15> kill is obv how many kills you need for him to pop out (he'll pop out basically immediately, it's not checkpointed)
05:40 < Zil> well that explains a few things
05:41 < trap15> heh
05:41 < trap15> and you can never 'miss' bonuses or droppers
05:41 < trap15> it'll only advance in the list when you make it appear
05:45 < Zil> when two of them appear at once, is it possible to get them both with a bonus item? I'm guessing not
05:46 < trap15> ah... I can't remember
05:46 < trap15> I should look at that again, I think it's scripted to give you two
05:46 < trap15> but maybe not
05:47 < trap15> and yeah, don't underestimate how crazy the "multi-hit" thing is with the gunballs
05:47 < trap15> you can jack up like 8 hits from the st1 boss with the shitty 3-way one
05:48 <%chumlum> im not sure i understand this
05:48 < Zil> basically kill as much shit as you can, especially with gunballs, if I see it right
05:48 < trap15> I've been up like 48+ hours, so I'm not surprised if it's hard to understand
05:49 <%chumlum> what about the part that says that hitting increases the counter?
05:49 <%chumlum> so hitting enemies that take more than 1 hit is good? or am i misunderstanding?
05:49 < trap15> the gunballs don't have any "cool down" time if they're piercing an enemy
05:49 < trap15> so they'll give you like 8 hits for 1 "actual" hit
05:50 <%chumlum> oh wow
05:50 < trap15> which is great because then you don't have to waste more gunballs to try to meet the quota
05:50 <%chumlum> what about the point items? did i just miss the part that talks about these?
05:50 < trap15> and since the counters all carry over from the bosses, you can get loads from them
05:50 <%chumlum> i dont quite understand it
05:50 < trap15> scroll down on the dropper paste
05:50 <%chumlum> you need a certain number of hits to get them
05:50 <%chumlum> or something llike that, i dont get it
05:50 < trap15> yeah
05:51 < trap15> if you have at least X gunball hits, you get the item, and the queue moves
05:51 < trap15> the hits is only checked when the dropper spawns
05:51 <%chumlum> oh wait
05:51 <%chumlum> it's a queue
05:51 < trap15> yeah
05:51 <%chumlum> that makes more sense
05:51 < trap15> so is the chain droppers
05:51 < trap15> this game loves queues
05:52 <%chumlum> so, once you get to the last item (50,000) it restarts?
05:52 < trap15> yup
05:52 <%chumlum> so it affects extends as well
05:52 < trap15> yes
05:52 <%chumlum> playing a certain way could easily get you another extend or two
05:52 < trap15> yup
05:52 <%chumlum> this game is very deep
05:52 < trap15> more dead enemies = more droppers = more chances for bonuses
05:52 < trap15> yeah it's kinda good
05:52 <%chumlum> so in order to get as many hits in as possible, im guessing try to kill enemies with blue and yellow gunballs as often as possible
05:52 < trap15> pretty much
05:53 <%chumlum> and try to kill them with the peashooter as little as you can
05:53 < trap15> nah, don't go to that length
05:53 <%chumlum> well i mean
05:53 < trap15> it's not hard to meet the quotas if you know good places to use the gunballs
05:53 <%chumlum> assuming you have gunballs, you want to try to kill as many enemies as you can with them, rather than with the peashooteR?
05:53 < trap15> nah
05:53 < Zil> 90% of your kills are with gunballs anyway
05:53 < trap15> because it resets the 'gunball hit' counter to 0 each time the item comes out
05:53 < trap15> so getting anything past the quota is pointless
05:53 <%chumlum> huh...
05:54 < trap15> I mean, they do a lot more damage and are basically how you should be playing
05:54 < trap15> but you don't need to avoid using the peashooter
05:54 < Zil> there may be a few places where getting gunball quota could be tricky, but mainly I think the priority here is just killing as man things as possible
05:55 < trap15> when a dropper comes out, the 'kill' counter is reset to 0
05:55 < trap15> which is increased by killing anything
05:55 < trap15> with anything
05:55 < trap15> when a bonus item comes out, the 'gunball hit' counter is reset to 0
05:55 < trap15> and is increased by hitting things with gunballs
05:56 <%chumlum> and getting the dropper to come out requires you to kill a certain number of enemies which is what the kill column means?
05:56 < trap15> (if someone wants to rewrite this all in a way that isn't horrendously unintelligible, I'd appreciate it w)
05:56 < trap15> at least that many
05:56 < trap15> as soon as the 'kill' counter hits that number, the dropper spawns
05:57 <%chumlum> as soon as you hit the kill quota, the dropper appears, correct? it doesnt appear in a specific place at all times?
05:57 < trap15> yup
05:58 < trap15> their motions and spawn 'position' is predetermined
05:58 < trap15> but where in the game at all they spawn is user-driven
05:58 <%chumlum> can you get more than 16 droppers throughout the game?
05:58 < trap15> probably, it just loops
05:58 < trap15> like the bonuses
05:58 <%chumlum> cool
05:58 <%chumlum> wow, that is crazy
05:59 <%chumlum> i didnt realize you would get them in different places
05:58 < trap15> the big issue with the 'kill' counter is that it pauses whenever there's a non-picked-up gunball on screen
05:59 <%chumlum> i like that part
05:59 <%chumlum> so you want to be quick with picking them up
05:59 <%chumlum> and effective with the usage
05:59 <%chumlum> the 'kill' counter is also paused when the dropper is on screen?
06:00 < trap15> yes
06:00 < trap15> because the dropper carries un-acquired gunballs ;)
06:01 <%chumlum> so you also want to try to get rid of those quickly then
06:01 < trap15> yeah
06:01 <%chumlum> and try to get the correct gunballs from them at the same time...
06:01 <%chumlum> wow this is gonna turn into a hectic game
06:01 < trap15> I can't recall if the dropper itself pauses the timer
06:01 < trap15> but I know if it has gunballs out, it's paused
06:01 <%chumlum> well, that's moot anyhow, since it carries items
06:01 < trap15> right
06:01 <%chumlum> although there are dropper enemies that dont carry items in the game
06:01 <%chumlum> at least 2 of them
06:01 < trap15> hm?
06:01 <%chumlum> they have the same sprite
06:01 <%chumlum> but they are predetermined
06:01 < trap15> weird
06:02 < Zil> one is stage 7 like to spawn in the wall
06:02 < Zil> and be a total ass
06:02 <%chumlum> it's basically the same enemy except it just sits still until you move into a certain spot
06:02 < trap15> Zil: hah, that sounds like something that would happen with this
06:02 <%chumlum> oh yeah, about that
06:02 <%chumlum> some droppers will need to be dealt with in a more difficult manner
06:02 <%chumlum> in the stages where there's walls and stuff
06:03 < trap15> yeah, you pretty much need to steal their chain and then kill them in that case
06:03 <%chumlum> we'll have to try to steal all their gunballs to make sure none are being wasted
06:03 < trap15> yup
06:03 <%chumlum> but stealing the last one is hard
06:03 <%chumlum> so that'll be tricky
06:03 <%chumlum> kill them and they're scattered in such a way that they are often unreachable on those stages
06:03 <%chumlum> which stalls the counter
06:04 <%chumlum> at least the point items arent random then
06:04 <%chumlum> they always come in a certain order?
06:04 < trap15> yeah, the order I have on there is the order in the game
06:04 <%chumlum> BTW, the "hits" isnt synonymous with kills, right?
06:04 < trap15> the different difficulty settings actually have different bonus and dropper layouts too
06:04 < trap15> which I thought was kinda super interesting
06:04 <%chumlum> you said something about the gunballs counting as multiple hits when they pierce stuff
06:04 < trap15> correct
06:05 < trap15> they only count like that for the 'gunball hit' counter
06:05 <%chumlum> so using them well can actually trigger a lot of extra point items, it's not some small thing
06:05 <%chumlum> plus possibly extends
06:05 <%chumlum> no wonder the WR score is so high
06:05 <%chumlum> it's probably utilizes the gunballs extremely effectively
06:06 < trap15> yeah
06:06 <%chumlum> well this really changes everything. however, as you've mentioned, the standard gunballs are still random whent hey appear
06:06 < trap15> mostly
06:07 < trap15> I actually calculated the odds for each powerup type for each source
06:07 <%chumlum> one thing i noticed, is that the gunball cycle when you hit a dropper is strange
06:07 <%chumlum> it wont cycle through all the standard gunballs
06:07 <%chumlum> like, it'll skip some
06:07 < trap15> correct
06:07 <%chumlum> is this random as well?
06:07 < trap15> cross-reference the ItemSet field with this: http://bpaste.net/show/PNDkEA1Igk71YPJHsKak/
06:07 <%chumlum> no wait, you put info on this
06:07 <%chumlum> my bad
06:08 < trap15> the item dropper shit is hilarious
06:08 < trap15> it rolls a random number 0 through 15
06:08 < trap15> if it's 0 it drops a speed up
06:08 < trap15> otherwise, it uses the old random number to pick a set
06:08 < trap15> then rolls another 0-15 for the actual result
06:08 < trap15> so as a result you never get set 0's influence
06:08 <%chumlum> item dropper refers to ther egular enemies that have 1 gunball?
06:08 < trap15> yeah
06:10 <%chumlum> im still a bit confused about the different item sets
06:10 <%chumlum> the chain droppers set is determined by your kills when it appears
06:11 < trap15> no
06:11 <%chumlum> but didnt the kills determined WHEN it appears as well?
06:11 < trap15> the chain droppers list is a queue
06:11 < trap15> just like the bonus items
06:11 <%chumlum> ahhhh
06:11 <%chumlum> but, then it isnt random after all?
06:11 < trap15> so you reach the first kill quota to get a dropper, then it resets
06:11 < trap15> hit the next one, etc.
06:11 < trap15> nope, nothing's random except for the gunballs
06:11 < trap15> and enemy behavior probably lol
06:12 <%chumlum> but i mean the gunball set
06:12 <%chumlum> oh wait
06:12 <%chumlum> im stupid
06:12 < trap15> lol
06:12 <%chumlum> they are random within the sets, i get it
06:12 <%chumlum> that's why sometimes you hit a dropper multiple time and it doesnt change the gunballs
06:13 < trap15> yup
06:13 <%chumlum> because RNG keeps giving you the same gunballs
06:13 < trap15> precisely
06:13 <%chumlum> i thought it was just some quirk or somethign
06:14 <%chumlum> so did we confirm that sweep and spiral are the best then?
06:14 < trap15> sweep is probably literally the best
06:14 < trap15> spiral is good
06:14 <%chumlum> im guessing fire is quite good as well, but rocket and spread are as good as useless
06:14 < trap15> rest are mostly shit
06:14 < trap15> fire is ok if you can figure out how to use it well
06:14 <%chumlum> fire can kill stuff OKAY
06:14 <%chumlum> but rocket and spread will leave many targets alive
06:14 < trap15> yeah
06:15 <%chumlum> does carrying more or less gunballs change anything?
06:15 <%chumlum> im guessing it does nothing?
06:15 < trap15> nothing as far as I know
06:15 < trap15> but I didn't look for rank yet
06:15 <%chumlum> i think using spread is good to take out chain droppers quickly
06:15 <%chumlum> that's probably about it for spread
06:15 <%chumlum> so it's not completely useless
06:16 <%chumlum> taking them out quickly will play a big role