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Battle City

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Posted: 27 Jun, 2014 19:05
Last Edit: 28 Jan, 2019 22:35
Official Topic Post for discussion about
Created 27 Jun, 2014 20:05 by


1. BattleCity (Japan).nes
Battle City (J) [!].nes
Battle City (1985-09-09)(Namco)(JP).nes
V14- RA Checksum: b93eed6f211f4f405c57a42def346f74
V15+ RA Checksum: a41a8a46771160e97ee5967365c07c83
ROM Checksum: cd4fe2e78df0696dbe652f02c19541a1
CRC32 Checksum: F599A07E


Resources:
GameFAQs
Longplay
Wikipedia

Posted: 13 Sep, 2014 21:15
It seems that the achievements are not working. I'll take a look.

Posted: 14 Sep, 2014 13:07
I fixed the values ​​of the stages to enable the achievement after counting the score and start the new stage.

Posted: 17 Nov, 2018 10:09
Last Edit: 17 Nov, 2018 19:49
I would like to revise this set.

- Currently, each level clear achievement only requires you to clear that specific level. Given that you start on a stage select screen and can go to each individual level and skip the ones in the middle, this seems rather pointless. I would like to either award achievements for each stage, or award achievements for consecutive clears (it can be discussed/voted).

- The game ends at Stage 35 and loops back to 1 after. But this game has achievements for stage 50, including one called "finish the game". There is no finishing the game, and if there is it would be at Stage 35. Therefore, I would like to completely remove any stage clear requirements after 35.

- The "finish stages without game over" achievements seem rather random/arbitrary. 5-8, 15-18, etc... there really isn't anything significant about the stages chosen. These should come in every 5 stages.
(Depending on how the first point of this revision is handled, this point may be one and the same with it.)

EDIT: Based on comments for JAM, I also want to include the following achievements:
- Beat 10 stages in a row without losing a life.
- Beat 10 stages in a row without using a grenade.
- Achievements for each individual item (including power levels).

If you have any comments about this revision plan, please discuss it.

Posted: 17 Nov, 2018 12:31
Rimsala, how do you suppose people have earned the achievements that are for levels greater than 35?

Posted: 17 Nov, 2018 17:15
Last Edit: 17 Nov, 2018 17:36
Personally I love your revisions but this is not that case. Set deserves more achievements but not the less.

- The game ends at Stage 35 and loops back to 1 after. But this game has achievements for stage 50, including one called "finish the game". There is no finishing the game, and if there is it would be at Stage 35. Therefore, I would like to completely remove any stage clear requirements after 35.
No way. 2nd loop starts there. And it ends at stage 70. Then the game goes back to stage 1. What's the difference? Layout is the same, but tanks are appering very rapidly. 4 from the start if you're playing alone. 6 from the start if you're playing in co-op. Instead of removing achievements, you should add more, up to level 70 (finish stage 55, finish stage 60 etc.). Including "pass all levels from stage 1 to stage 70 without game over". This and only this can be called a complete playthrough.

- The "finish stages without game over" achievements seem rather random/arbitrary. 5-8, 15-18, etc... there really isn't anything significant about the stages chosen. These should come in every 5 stages.
These achievements are some kind of random. It requires to add 4 levels in a row staring from random levels. My idea how it can be re-organized in 2 groups:
Clear stages 1-5 without game over
Clear stages 6-10 without game over
...
Clear stages 31-35 without game over

Clear 10 stages without game over
Clear 20 stages without game over
...
Clear 60 stages without game over

More score achievements, up to ~400.000 points.
More challenge achievements (beat X stages without losing life, beat X stages without using grenade).
6 items achievements (get grenade, get star etc.) and max power achievement.
Get 5 lives achievement, get 9 lifes.

Posted: 17 Nov, 2018 19:47
Keltron, I think my post was confusing. I apologize. The number doesn't loop back to one, but the map is the first map. However, the count continues (map 1 is stage 36, map 2 is stage 37, etc).

JAM, thanks for the information. But even at that, just because the game has 70 stages, I don't think players need to try to clear them all. There's probably 4 people on this planet that can do that. I don't think only 4 people should be able to master. It's personal opinion, of course. But some things can be for achievements, and some things can be for leaderboards. Let that kind of dedication be for leaderboards. I'm continuing with the revision for only stages 1-35. It's okay if you vote against it.

As for extra challenges, I agree with some of them. I'll amend original post with extra ideas to include for revision based on your suggestions. Thank you :)

Posted: 18 Nov, 2018 05:33
4 people in the world? I guess I found another 2. =)

You're really underestimating people who had this game on multicards years ago.

Posted: 18 Nov, 2018 06:14
We're talking about 2-player suddenly? That's completely different, obviously. Look for a 1 player that did it. It's what this site is based on. Achievements that require 2 players are heavily looked down upon and this would basically be one of them.

https://www.speedrun.com/Battle_City#Any_1_Player

0 submissions. And I think you'll find something similar on Youtube.

And this discussion is pointless anyway. If you want to vote against it, do so. I won't be hurt, I still like you. But you won't change my mind about the revision.

Posted: 18 Nov, 2018 06:30
The purpose here is for discussion. Each time, someone has brought something new and valuable to the table.

For my view on the presented Battle City revision, the jury is still out until I play the game more.

Posted: 18 Nov, 2018 07:15
Sure, sorry, I didn't mean it that way. I appreciate that JAM feels differently. And that he's brought his viewpoint to the table. I only felt that now we were beginning to go in circles. He's made his point, and I've made mine. But it's good that we made them.

Posted: 18 Nov, 2018 10:09
Last Edit: 18 Nov, 2018 19:58
To preface, I'm speaking here as a developer and not as a member of the admin team.



Review of current set
---------------------
1. As said, is wrong. It's not the final stage. The game has 35 fields, and 70 stages, looping to 1 after stage 70.
2. The game allows at the start screen to select any stage, up through 35. I initially thought that this ruins and similar. But it doesn't matter much, because you still are required complete ; to get this you must clear 36 stages, as point gain is almost static. Also, to get you have to clear every stage.
3. With a roughly 10% mastery rate, I wouldn't say the set is especially difficult, nor is the game very long if you are skilled.
4. The badges are weak at best, and the icon is passable. The rich presence could use a touch up.
5. The set is lacking a creative spark.




To build off both your your concept plans: If I was going to revise the set (which I have no intention of doing) here's one way I might do it.


A sketch of ideas for the set
---------------------
- Demote .
- Leave but make sure it triggers at the end of stage 1, not the start of 2.
- Demote all the points achievements except for and , as the leaderboard can handle points, and there are already achievements that have the same result.
- Leave out any get x lives achievements, they are uninteresting and are covered in principle by other achievements.
- Update icons, badge, rich presence, some titles.
- Match up the following achievements with the most closely similar achievement in the current set.


Easy
- Clear stages 1-10 in one session (Game Over allowed)
- Clear stages 11-20 in one session (Game Over allowed)
- Clear stages 21-35 in one session (Game Over allowed)
- Reach a score of 20k (the games default)

Medium
- Clear stages 1-5 without dying
- Clear stages 6-15 without collecting power-ups or getting Game Over
- Clear stages 16-25 without dying
- Clear stages 25-35 without collecting power-up or getting Game Over
- Clear 20 stages in a row without getting Game Over
- Reach a score of 100k

Hard
- Clear stages 1-35 without Game Over
- Clear stage 50 (stage select up to 35 allowed)
- Clear stage 60 (stage select up to 35 allowed)
- Clear stage 70 (stage select up to 35 allowed)

It seems to be me that stages 36-70 are the Hardmode of the game. The fields are repeats of 1-35 but you're no longer allowed to skip these stages, and enemy spawns are harder tanks, more frequent and they move faster.

Variety
- Clear any stage without moving downward
- Destroy 15 enemy bullets in one stage
- See the hidden message
- Clear x stage without you destroying any walls (maybe, and only if possible)
- Clear a stage without missing a shot (maybe, and only if possible)
- Reach max power level
- Kill 200 enemy tanks in one session
- other ideas I might come up with during development.


I do not think this plan is perfect, nor that a perfect plan exists.

Posted: 28 Nov, 2018 16:31
Last Edit: 28 Nov, 2018 16:34
Revision in progress. did half of job following revision plan by and leave the rest to me. That's what I'm planning to do:
* Clear any stage without moving downward
* Destroy 15 enemy bullets in one stage

Alterations:
- Clear x stage without you destroying any walls (maybe, and only if possible) &
- Clear a stage without missing a shot (maybe, and only if possible) -- will do a fusion of these two. Clear a stage withouh shooting border and concrete blocks.
* Kill 200 enemy tanks in one session -- you kill 200 enemy tanks if clean 10 levels without grenade or 11-13 levels using grenades so instead of this I'll make -Collect 70 powerups without game over.

Additions:
* Beat 5 (maybe 10?) stages without damaging your base or using shovel powerup.
* Beat 20 stages in 2 player mode without controlling 2nd player. This force you to play in hard mode fighting 6 enemy tanks. But this hard mode is different to what starts on level 36.

Posted: 29 Nov, 2018 12:36
Last Edit: 29 Nov, 2018 12:38
Here are some ideas:

- Take the powerup "life" and earn 20,000 points (that is, to earn two lives in a single step)
- When the tank is immortal, catch 3 enemy bullets
- Destroy base after killing all the tanks
- Take a shovel after destroying the base
- Destroy appeared first tank last
- Spend on the passage of the level no more than 20 bullets (where possible)
- Pacifist mode - To survive on any level for 1 minute without shooting, without any loss of lives and game over (except for levels 10, 18, 35)
- In the mode "Construction" build and pass completely naked level
- Complete any level constantly holding any button of the direction of movement

Posted: 22 Jan, 2019 19:32
Unlinked everything except Battle City (J) [!]. Leaderboards were cleaned a bit and fixed.

Unlinked:
2. Battle City (J) [p1].nes
Battle City (19xx)(-)(JP)[p].nes
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Plus 3 unique ROM Checksum variations with the same RA Checksum (3 total)
Battle City (J) {[p1][o1]-[p1][o3]}


3. Battle City (J) [T+Bra_JM-trad].nes
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4. Battle City (J) [T+Rus_Golubevy].nes
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CRC32 Checksum: 8C643A00

Plus 1 unique ROM Checksum variations with the same RA Checksum (1 total)
Battle City (J) {[T+Rus_Golubevy][o1]}


5. Battle City (J) [T+Rus_Ace Lightning].nes
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6. Battle City (J) [T+Rus_PSCD.RU].nes
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7. Battle City (J) [T+Rus_2R Team,Bishop].nes
Battle City (1985-09-09)(Namco)(JP)[tr ru Bishop][v1.1-100%].nes
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ROM Checksum: 4cf284a474685c7de7b333a231a1bc9c
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8. Battle City (J) [p1][T+Rus1.1].nes
Battle City (19xx)(-)(JP)[p][tr ru Bishop][v1.1].nes
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ROM Checksum: 0b89c59d18f6fb729a6339cf78e5d1b8
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9. Battle City (J) [T+Rus].nes
RA Checksum: a80a3ef110e957dacbe144228c06e200
ROM Checksum: e7b247e533aaa23472afaff9fb3c01c2
CRC32 Checksum: CE893088

Plus 2 unique ROM Checksum variations with the same RA Checksum (2 total)
Battle City (J) {[T+Rus][o1], Russian with Nazi Symbol by Greyson (Hack)}


10. Battle City (J) [p3][T+Rus1.1_Nech Pocher].nes
Battle City (19xx)(-)(JP)[p2][tr ru Bishop][v1.1].nes
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ROM Checksum: b8e78203bae3368654c0c081a30cc42b
CRC32 Checksum: AF5C6C46

11. Battle City (J) [p4][T+Rus1.1_Nech Pocher].nes
Battle City (19xx)(-)(JP)[p3][tr ru Bishop][v1.1].nes
RA Checksum: f1b2a8ba49a41f30bbba55569f598207
ROM Checksum: e4de1f746e37d6fcf85db4661a2dd9fc
CRC32 Checksum: 57EC1BDA
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