SUPER COBRA

The PAL version does not include the pause feature.

The only significant change between the first and second loops of the game is the length of the first section (see below).  Also, it appears that the third loop and higher plays out the same way as the second - they will look different because of the RNG-controlled terrain and enemy generation, but the basic layout of the game is the same.  {Gordon Taylor}

A typical game section lasts about 68 seconds on the Fast speed - the only exceptions are the first section of the first loop (about 28 seconds on Fast) and the last section of a loop where the booty is located (about 17 seconds on Fast).  The logic behind these timings seems to be similar to the one that controlled the game length of some early VCS/2600 titles - counting down an internal frame timer set to a specific length for each section.  {Gordon Taylor}

When you grab the booty in the final section, the game manual mentions there will be "a slight pause in the action" before you start the next loop of the game.  What this means in practice is that no more shoot-able objects will spawn in that section (and any objects on screen instantly de-spawn).  {Gordon Taylor}

The final section of the game will never spawn fuel tanks, so depending on your fuel level, it is entirely possible that you can run out of fuel during the transition to the next loop of the game (before the game gives you another chance to bomb a fuel tank).  This means it may be worthwhile to deliberately crash once you enter the final section if you think you won't have enough fuel to make it through - this will let you restart the section with a full tank of fuel.  {Gordon Taylor}

BUG: Your projectiles will have different sound effects in different sections of the game - in sections with missiles that don't launch, the explosions will sound a little deeper than in sections with launching missiles.  Is there some programming reason or hardware limitation for it?  {Gordon Taylor}

BUG: The collision-detection with the falling bombs is suspect at best, at least on Fast speed - a bomb will sometimes pass through or around a target, usually a missile (although this can also happen with other targets).  This is probably a consequence of the game's choppy scrolling.  {Gordon Taylor}

BUG: The chopper sprite will visibly "squash and stretch" in certain sections of the game when moving enemies spawn.  The falling bombs will also stretch into streaks when they pass through a certain part of the screen in those same sections.  {Gordon Taylor}

BUG: The sections with mines will sometimes have them embedded in the cave walls (picture #1).  {Scott Stilphen}

BUG: There are sections where some ground artillery will shoot through the terrain (picture #2).  {Scott Stilphen}

 

 


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