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Thread: [2.50.0, 2.50.1] Lanmolas Cause a 'Kill All Enemies' Effect

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  1. #1
    How many licks to get to the center Chris Miller's Avatar
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    In the NES game, they had to do it that way, because the lanmolas used up a lot of sprites. Any other enemies in the room would overload the sprite limit. I would guess that the no-return flag on the lanmolas is screwing with the return flags on other enemies.

    EDIT: Ah, Zoria got it. I kind of skimmed over his post a little too quickly the first time around.

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    The Timelord
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    Quote Originally Posted by Chris Miller View Post
    In the NES game, they had to do it that way, because the lanmolas used up a lot of sprites. Any other enemies in the room would overload the sprite limit. I would guess that the no-return flag on the lanmolas is screwing with the return flags on other enemies.

    EDIT: Ah, Zoria got it. I kind of skimmed over his post a little too quickly the first time around.
    Actually, I'm willing to bet it's how the no-return prevention for those specific enemies via the quest rule works, mechanically. It probably clears the Guy list, and sets a permanent no-return state on the screen, rather than trying to clear specific enemies.

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Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
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