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| game_modes:detonator [2026/02/04 00:33] – [Gamer Strategies] Naotyu | game_modes:detonator [2026/04/03 12:37] (current) – resolve some FIXME's ChaCheeChoo | ||
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| **Stages** are what make up the structure of the **Detonator mode**. There are 14 **Stages**, and each **Stage** lasts one lap. The player starts at **Stage** 1 and finishes the session when they cross the finish line at the end of **Stage** 14. Each new **Stage** spawns [[# | **Stages** are what make up the structure of the **Detonator mode**. There are 14 **Stages**, and each **Stage** lasts one lap. The player starts at **Stage** 1 and finishes the session when they cross the finish line at the end of **Stage** 14. Each new **Stage** spawns [[# | ||
| - | Because of this, a stage can be thought of as a cross between a simple lap and a **Zone** | + | Because of this, a stage can be thought of as a cross between a simple lap and a **Zone** - the visual effects when the **Stage** increases are the same as when **the Zone increases in** [[zone|Zone mode]], and the player also speeds up. Additionally, |
| - | While some **Stages** increase the formal **Speed Class**, the speed isn't actually dictated by them - rather, | + | While some **Stages** increase the formal **Speed Class**, the speed isn't actually dictated by them - rather, |
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| ====Cannon==== | ====Cannon==== | ||
| - | This ability of the **Detonator ship** isn't the same weapon as the **Cannon (Item)** (FIXME add link). It has 15 rounds which can be reset at any time by pressing the **Absorb button**, though it takes a short moment to reset. The **Cannon**' | + | This ability of the **Detonator ship** isn't the same weapon as the [[pickups: |
| ====EMP==== | ====EMP==== | ||
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| FIRST Early-game Stages 1-4 | FIRST Early-game Stages 1-4 | ||
| - | Here, single fire is mandatory. Try to guarantee your shots from the mines you see, and if you pass by any more than 2 mines in the span of 5 seconds, you have exactly 5 seconds from right when you turn around to go back for them to get them. Once you go past 5 seconds of going backwards you take damage quickly. Try to optimise the timers and begin turning around half a second before 5 seconds are up to not take damage from going backwards. Keep in mind that doing this tech will cost you 9-11 hp on average, depending | + | Here, single fire is mandatory. Try to guarantee your shots from the mines you see, and if you pass by any more than 2 mines in the span of 5 seconds, you have exactly 5 seconds from right when you turn around to go back for them to get them. Once you go past 5 seconds of going backwards you take damage quickly. Try to optimise the timers and begin turning around half a second before 5 seconds are up to not take damage from going backwards. |
| (On certain maps, like Ubermall, you can turn into the path you didn't go down at the tip of the two paths joining back together and loop the two paths to clear all mines in that vicinity. You barely have enough time on stage 1-4 to do so and take 0 damage to do so, therefore, manipulating the timer they give you when going backwards.) | (On certain maps, like Ubermall, you can turn into the path you didn't go down at the tip of the two paths joining back together and loop the two paths to clear all mines in that vicinity. You barely have enough time on stage 1-4 to do so and take 0 damage to do so, therefore, manipulating the timer they give you when going backwards.) | ||