Design - RedPillStudios/Last-Resort-Project GitHub Wiki
Page content
Narrative structure
The story of “LAST RESORT” take us to a faraway future in which the humanity has done incredible technological advances allowing them to start the colonization of the space. After the construction of an important highly armed space station near the Earth, the electronic system suffers a computer attack that exposes all the system to a virus which makes the defense and attack system go crazy and try to destroy the Earth. The occupants of this station are on the virus side and they attempt to invade the Blue Planet.
The last hope of the humanity resides in two combat spaceships TZ-024 and YS-024. They will try to destroy the powerful and well-defended central computer. In order to get it, the airmen piloting those ships will have to fight the strong army of invaders that seek to destroy the human being.
Analysis of each level
The game has five levels in total. An analysis of each one can be found below. The hit points are based on the default shoot of the TZ-024 (non-power-up's applied). Also we have put a name for each enemy in order to be able to identify them and because of organization matter, due to we haven't found the original names. Those names are put in brackets.
Stage 1
Items
Sprites | Name | Points | Description |
---|---|---|---|
L power | - | Provides the player laser beams | |
S power | - | Provides the player a speed boost | |
H power | - | Provides the player cluster missiles | |
G power | - | Provides the player two flying missiles |
Enemies
Sprites | Name | Hits | points | description |
---|---|---|---|---|
Cars | 1 | 100 | This enemy does not attack, they are just on the first level as part of the environment. If the player hits them, will gain points | |
Iron Craw | 50 | 1000 | This enemy is the first mini-boss of the game. His attacks depend on his health. There are two different stages, the first one consists in throwing to the players four green mines. The second one, executed when at low health, consists of charging forward in order to collide with the player's ship | |
Unknown (Wasp) | 1 | 100 | Basic enemy. They just pass through the screen without shooting, following a linear trajectory | |
Unknown (Rhino) | 5 | 300 | The Rhino follows a sinusoidal trajectory. They do not shoot, they act as an obstacle that the player has to dodge or kill. | |
Unknown (Zigzag) | 1 | 100 | They follow a zigzag movement. They do not shoot either, they are only an obstacle to dodge or kill | |
Lamella | 1 | 100 | Appears in the middle of the screen and immediately after appearing, they track the last position of the ship in order to move there, collide and kill the player | |
Unknown (Tank) | 80 | 2000 | This tank is the 2nd mini-boss we encounter with. This one will shoot the player with two turrets. The first one has a slow fire-rate and will shoot at intervals of 5 seconds. The other turret has a faster and constant fire-rate. About the movement, the tank will move forwards in order to not lose sight of the player and be there until it kills the player or until it's destroyed | |
Metal Bee | 6 | 300 | Metal Bee will track the position of the player and will hunt him, meaning that won't stop moving towards the ship until is dead | |
Unknown (Hunter's boss) | 10 | 300 | Similar physically to Suicide enemy, the Hunter bosses use the same mechanics as the Bunters, but with the only difference that these ones, only summon when the player is fighting with the final boss | |
Brucken | 50 | 5000 | Giant robot with a determined pattern of attacks. The first one consists on throwing a fireball. The second one in charging forward in order to collide and kill the player, and finally will throw a group of projectiles following a parabola trajectory |
Stage 2
Items
Sprites | Name | Points | Description |
---|---|---|---|
L power | - | Provides the player laser beams | |
S power | - | Provides the player a speed boost | |
H power | - | Provides the player cluster missiles | |
G power | - | Provides the player two flying missiles |
Enemies
Sprites | Name | Hits | points | description |
---|---|---|---|---|
Unknown (Wasp) | 1 | 100 | Basic enemy. They just pass through the screen without shooting, following a linear trajectory | |
Unknown (Rhinos) | 5 | 300 | The Rhino follows a sinusoidal trajectory. They do not shoot, they act as an obstacle that the player has to dodge or kill | |
Unknown (Zigzag) | 1 | 100 | They follow a zigzag movement. They do not shoot either, they are only an obstacle to dodge or kill | |
Unknown (EnemyShip) | 1 | 100 | This ship will enter into the screen flying through the background and will charge against the player as most of the ships do | |
Unknown (EnemyShip2) | 1 | 200 | This type of ship, as the others which appear in this level, charges forward trying to collide with the player | |
Gustav | 16 | 300 | This enemy appears from the water and physically is similar to a worm. It has a weak point in the top of the body that if the player shoots directly there he will kill it faster. Also it can shoot to the body and destroy the worm part by part, but it takes more time. Gustav will harras the player as the hunters do, in order to charge against him | |
Unknown (RotatorsPlat.) | 2 | 300 | These platforms act as an obstacle that can be dodge or destroyed. There are enemies on top of this platforms that will shoot | |
Unknown (Min-Turrets) | 7 | 200 | As the reference name says, this enemy is small turret located in the walls of the whole level. They will shoot small projectiles which the player will have to dodge or hit with the HOU in order to avoid them | |
Unknown (Hunters Boss) | 10 | 300 | Similar physically to Suicide enemy, the hunter bosses uses the same mechanics as the Hunters, with the only difference that these ones, only summon when the player is fighting with the final boss | |
Unknown (Mini-Tank) | 17 | 500 | This small tank moves on the floor and on the ceiling, and will shoot missiles to the player | |
Unknown (Boss Protectors) | - | - | These enemies will be standing next to the final boss, and will throw green mines | |
Unknown (Final Boss) | 50 | 5000 | The final boss is a flying ship with a flamethrower cannon and with explosives projectiles with short-range. The boss is located in the middle-right part of the screen and it moves along with the side scroll movement |
Stage 3
Items
Sprites | Name | Points | Description |
---|---|---|---|
L power | - | Provides the player laser beams | |
S power | - | Provides the player a speed boost | |
H power | - | Provides the player cluster missiles | |
G power | - | Provides the player two flying missiles |
Enemies
Sprites | Name | Hits | points | description |
---|---|---|---|---|
Unknown (Zigzag) | 1 | 100 | They follow a zigzag movement. They do not shoot either, they are only an obstacle to dodge or kill | |
Unknown (SpaceBird) | 1 | 100 | This enemy moves with an ondulatory movement, quite similar to the zigzag, but more smooth and faster | |
Docked Ship | ||||
Unknown (LaunchedRobot) | 1 | 300 | These are the enemies that come out from the indestructible ship when gets out of the water. They will we gliding and shooting the player | |
Unknown (TorretShip-(Mini)) | 5 | 200 | Small turret located on the big ship surface. The turrets will shoot small projectiles which the player have to dodge or hit with the HOU in order to avoid them | |
Unknown (SuicideMine) | 2 | 200 | This mines will jump to the player and blow in front of them | |
Lamella | 1 | 100 | Appears in the middle of the screen and immediately after appearing, they track the last position of the ship in order to move there, collide and kill the player | |
Unknown (Mini-Tank) | 7 | 500 | This small tank moves on the floor and on the ceiling, and will shoot missiles | |
Metal Bee | 6 | 300 | Metal Bee will track the position of the player and will hunt him, meaning that won't stop moving towards the ship until is dead | |
Unknown (Hunters Boss) | 10 | 300 | Similar physically to suicide, the hunter bosses use the same mechanics as the hunters, with the only difference that these ones only summon when the player is fighting with the final boss | |
Unknown (Big turret SHIP) | 200 | 5 | Part of the huge ship which emerges from the water and throws the enemy LaunchedRobot | |
Unknown (RedEye) | 50 | 2000 | This enemy is a mini-boss that closes and opens himself in order to expose and protect his weak point. Will shoot more than one laser beam simultaneously and players will have to shoot the weak point to kill him | |
Unknown (Boss) | 80 | 5000 | This boss is a giant robot which has two stages. The first one is a giant robotic leg with a red big eye (a weak point, the knee).This leg will shoot missiles from two directions, one from the lower-right part of the leg and the other from above. When it falls starts the second part of the boss, his giant robotic bust. His weak point will appear in the head of the robot (another big red eye). The boss will be shooting remote controled missiles and blasters with a cannon that will come out of his chest after moving to the left part of the screen to collide against the ship |
Stage 4
Items
Sprites | Name | Points | Description |
---|---|---|---|
L power | - | Provides the player laser beams | |
S power | - | Provides the player a speed boost | |
H power | - | Provides the player cluster missiles | |
G power | - | Provides the player two flying missiles | |
inverse S | - | This power will slow the players velocity |
Enemies
Sprites | Name | Hits | points | description |
---|---|---|---|---|
Unknown (Walkers) | 1 | 100 | This enemy walks towards the player. When is at a medium distance will jump and charge forward trying to collide with the player | |
Red Bug | 1 | 200 | This bugs move on the ground and climb on the ceiling. When there are near the player, will shoot three projectiles as mini-turrets | |
Unknown (RockCannon) | - | - | A fixed enemy with the only function of obstructing the way to the players and shooting laser beams in the fixed direction that is aiming | |
Unknown (Brain) | ? | 100 | This enemy has a circumference form and has attached turrets in his surface that will shoot the player | |
Unknown (SpaceBird) | 1 | 100 | This enemy moves with an ondulatory movement, quite similar to the zigzag, but more smooth and faster | |
Unknown (Stick Blockers) | - | - | This futuristic tube is an obstacle | |
Unknown (Zigzag) | 1 hit | 100 | They follow a zigzag movement. They do not shoot, they are only an obstacle to dodge or kill | |
Metal bee | 6 | 300 | Metal Bee will track the position of the player and will hunt him, meaning that won't stop moving towards the ship until is dead | |
Lamella | 1 | 100 | Appears in the middle of the screen and immediately after appearing, they track the last position of the ship in order to move there, collide and killing the player | |
Unknown (Rhinos) | 5 | 300 | The Rhino follows a sinusoidal trajectory. They do not shoot, they act as an obstacle that the player has to dodge or kill | |
Unknown (hunters boss) | 10 | 300 | Similar physically to Suicide enemies, the hunter bosses use the same mechanics as the hunters, with the only difference that these ones only summon when the player is fighting against the final boss | |
Unknown (StalkerMine) | 2 | 200 | This mine harass the player and when it's next to him, explodes | |
Unknown (Boss) | 60 | 5000 | The boss has the same mechanics of exposing and protecting his weak point compared with the RedEye mini-boss. The boss has two main weak cores in his lateral parts, next to this point there are small capsules which grant points if they are destroyed. The enemy boss will shoot an energy wave that is unstoppable not even by the HOU | |
Unknown (Mini-Boss) | ? | ? | This robotic gun will be located almost at the end of the level and in the top and lower part of the screen. It will start to shoot laser beams | |
Unknown (Boss capsules) | 30 | 2500 | Boss Weak Point | |
Unknown (Boss capsules 2) | 1 | 200 | Boss Weak Point |
Stage 5
Items
Sprites | Name | Points | Description |
---|---|---|---|
S power | - | Provides the player a speed boost | |
H power | - | Provides the player cluster missiles | |
G power | - | Provides the player two flying missiles | |
inverse S | - | This power will slow the players velocity |
Enemies
Sprites | Name | Hits | points | description |
---|---|---|---|---|
Unknown (Zigzag) | 1 | 100 | They follow a zigzag movement. They do not shoot either, they are only an obstacle to dodge or kill | |
Unknown (SpaceShipTurret) | 12 | 300 | Turret type 1 | |
Unknown (SpaceShipTurretSquare) | 7 | 300 | Turret type 2 | |
Unknown (WalkerTitans) | 3 | 300 | This enemies will be moving around, and when they are near to the player they shoot projectiles equal to the ones that shoot the mini-turrets | |
Unknown (SpaceTurret2) | 15 | 300 | Turret type 3 | |
Unknown (SpaceTurret3) | 15 | 200 | Turret type 4 | |
Unknown (SpaceBird) | 1 | 100 | This enemy moves with an ondulatory movement, quite similar to the zigzag, but more smooth and faster | |
Unknown (FlyingWarden) | 5 | 200 | It comes out from the big enemy ship (concretely from the upper part, after getting out from inside) and stays flying over his respawn site while shooting lasers | |
Unknown (RoundedTurret) | 30 | 500 | Turret type 5 | |
Unknown (Octopus) | 1 | 300 | Will harass the player and at the same time will shoot slow projectiles (same projectiles than mini-turrets) | |
Unknown (EnergyCore) | 80 | 2500 | Element destroyable in order to stop the missile launch in a determined part of the level | |
Unknown (asteroids) | 1/3 | - | The asteroids will obstacle the player's way by moving. Must be to dodged or destroyed | |
Metal Bee | 6 | 300 | Metal Bee will track the position of the player and will hunt him, meaning that won't stop moving towards the ship until is dead | |
Lamella | 1 | 100 | Appears in the middle of the screen and immediately after appearing, they track the last position of the ship in order to move there, collide and kill the player | |
Unknown (rhinos) | 5 | 300 | The Rhino follows a sinusoidal trajectory. They do not shoot, they act as an obstacle that the player has to dodge or kill | |
Unknown (Hunters Boss) | 10 | 300 | Similar physically to Suicide enemies, the hunter bosses use the same mechanics as the hunters, with the only difference that these ones only summon when the player is fighting with the final boss | |
Unknown (Cannon wall) | 7 | 300 | This walls are located just before entering into the final boss room. The player will have to shoot the core of the wall, which will be shooting three giant fireballs. Otherwise, the player will crash against the wall | |
Unknown (Boss Turrets) | - | - | In the final location where the boss is, there will be a huge number of turrets with a remote control that will follow the player | |
King | ? | 5000 | After destroying the wall cannons the player enters to the final stage of the level which its walls are full of turrets surrounding the final boss, which will shoot missiles and a very special laser beam. This laser beam is a simple line at first but when arrives at a determined distance, itt's divided into eight segments and scatter around the screen |
Gameplay
The goal of the game is to go through all levels twice, in concrete 5 of them, by surviving and killing all the enemies and kill all the bosses at the end of each level. The player drives a cyber jet and an indestructible robot drone (High Orbital Unit, HOU) which is used as a shield against small projectiles and collisions or as a weapon with multi-directional movement (allowing to shoot in many directions). More precisely, the HOU can be moved by the player around the ship and it can be blocked in one position and rotated on his own axis.
The ship can be upgraded with three different types of firepower and speed up or down by collecting different kind of pickups that appear on the screen.
Mechanics
Difficulty
Determine the difficulty of each level is a complicated task due to every person skill levels. In order to have a specified analysis of each level difficulty, RedPill team has make some play tests and we have find that, as logical as it might sound, the players has more difficulty in passing the level as the stage goes on. This happens because every level is designed to be more difficult than the other one. Also, we have observed that at some point of higher levels, there are a lot of enemies together harassing you, and higher the level higher the enemies' resistance, mainly the mini-bosses and bosses that in every level the behavior of each one changes and the skills to destroy them must be higher deppending on the boss.
Movement
Ship and HOU's movement
By moving the joystick, the jet moves around freely. When the player obtains the robot drone (HOU), this can be moved. It rotates around the ship in the opposite direction of the player's movement, meaning that if the movement is upwards, the ball will rotate around the ship until arrive to a downward position, so it follows the opposite movement direction of the ship. The same rule applies to the other directions.
Enemies' movement
There are different enemies, some of them will just move in a straight line, as the first enemies you come across with, (the Wasps). Others like the Rhinos will move following a sinusoidal function. Hunters or Suicide enemies track the player's position and harass the player, and the Zigzag will move with a simple zigzag movement. Finally, each boss and mini-boss has its own movement mechanic. All the enemies movement is more detailed on the tables above.
Checkpoints
There are checkpoints in each level so when the player loses a life it has to start again from there and not from the beginning of the stage. More or less are located in the same position (before or after the mini-boss and before the end-level boss) in each level and there are two except in the 5th stage, that there's only one.
Level 1: In this stage, the first checkpoint is located before entering the tunnel, just after suicide spawns. The second one is when the player meets the tank, after facing the boss. Curiously, if the ship loses a life before killing the tank, it will reappear in the same place but the tank does not appear, it will only have to kill two enemy Metal Bees. After this, he will have to survive some more enemies and face the boss.
Level 2: Here, the first checkpoint we can find it's after killing the two Gustav enemies (the worms) and passing through the Rotating Platforms. Then, the other checkpoint is after surviving to the corridor filled with orange bullets where a lot of turrets fire against the player.
Level 3: The first checkpoint is after destroying the Docked Ship (when entering the dock area and the background changes) and the second one is before killing the Red Eye enemy, just before getting out from the building and facing the boss.
Level 4: After the dead corridor where there are a lot of Rock Cannon enemies and before passing through Stick Blocker enemies, it's the first checkpoint. The second one is located before the facing the mini-boss that's before the boss, just after the part where a lot of Metal bees drop objects that if are destroyed, release power-ups.
Level 5: At this stage there's only a checkpoint, just after facing the big enemy ship and before the asteroids phase.
Shooting
The player's ship has a default shoot; everytime that the player presses A, a laser bullet will be shot. Also, when the player gets the HOU, he can hold the A button and release it to shoot off the HOU in the direction that the own robot drone is aiming. The strength with which is fired it can be controlled by a bar in the lower left corner of the screen. The more time pressing and holding the A button, the more the bar grows and the stronger the shot. This is a very powerful attack, can kill almost all the enemies with a single hit if the player throws the HOU with the maximum strength as possible.
Also, the HOU has a default shot by itself, a green laser that is controlled with the default ship's shoot, meaning that each time that the player fires, the HOU does it too.
And finally, by upgrading the ship (see here the ship upgrade mechanics) the player cant get more kind of shots, described below.
Power-Ups
The ship can be upgraded along the match, by picking up the different powers in the level. There are 4 levels of upgrades (LoU):
Levels | Description |
---|---|
1 | The ship without orb (default) |
2 | The orb and its green bullets |
3 | The orb with lasers or missiles (depending on the power) |
4 | The orb with max. level of lasers or missiles |
If the player picks the blue color pick-up, when he throws the HOU, this one will bound on the walls. Instead, picking the red color will make the HOU roll along the walls. Also, picking the S boost will speed up the ship's speed and maneuverability, unlike the Inverse S pick-up, that will slow it down.
The remaining powers distributed throughout all the game, are indispensable if players want to pass through the game. The next tables show and describe the different powers once the ship is in the second level of upgrade.
Power | Description |
---|---|
H | Adds the ship cluster missiles. In the 3rd LoU, adds one on top of the ship and another one underneath. In The 4th LoU, adds 3 per side |
L | Adds the ship a laser shoot and, in the 4th LoU, adds to the whole a shoot that fires three laser circles |
G | Adds the ship one bomb per side that fly above and below the ship describing a parabola in upwards and downwards direction (like throwing a bomb) |
Hit points, Score, and Lives
The player has three lives per credit that are shown in the upper-left corner of the screen. When the player loses all lives, he will have the chance of continuing the game in the last checkpoint. If he chooses this option in less than 9 seconds, he will lose one credit (with no credits he won't be able to continue), all the points scored and will start again at the last checkpoint of the current level. Else, he will go back to the Main Menu.
If the player receives one hit by a shoot of an enemy or crashes with a wall or any object in the game (enemies too), he will lose a life and will reappear in the last checkpoint with the same points than before losing the life.
Killing an enemy will grant points to the player and depending on the enemy, the number of points will vary. At the end of every level the player will see that, because of surpassig it, he has a 10 000 points bonus. He can see the total score that he has at the upper left corner of the screen along with the lives remaining and, in the center of the screen, he will see the highest score in the machine. Some enemies are killed by one hit, but some others will need more than one, especially the bosses.
At the end of the whole match, the total score made can be seen in a ranking among with other player's scores. The more points the players have, the higher position will have.
In the tables above it can be seen the number of hits needed to kill each enemy and the points given for killing it.
Controls
The game has 4 control inputs, those are:
- Start Button
- Joystick
- Buttons A and B.
The start button is a generic button with which, for example, begin the game at the start when coins are inserted, be able to make another player join...
The joystick is to control the movement of the ship and the HOU.
The A button, it allows shooting. Holding it will charge the HOU to be fired when it stops pressing.
And the B button allows locking the HOU in the position it is.
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