@@rielzedrielzed I felt the "oh there it is" when the exit door was lit up at the end lol it's genuinely interesting how prolific aspects of the game can still be recognized even with 1 bit and a lower resolution than the NES. Genuinely good job on this. I know I sure couldn't manage lol
@@MrGriefCreep thx man! i feel for the start (getting to the room) i mainly used muscle memory but for the fight it was really audio cues because i relied on audio cues so much, it might explain why i got so lost at the end of the fight (cus of no audio)
@@rielzedrielzed Especially since the randomness of the fight means your orientation at the end isn't deterministic. The start can be done via muscle memory and practice for sure, the fight is effectively getting directions from audio and trying to shoot the outline, but by the end there's nothing to guide you to the exit after the fight except staring at level geometry 1 ft away lol.
V1 canonically renders its sensory input as Quake graphics to be able calculate how to do its various BS moves (mostly coin ricochets ‘auto’ hitting enemies) I learned this from the Sentry’s terminal entry that says: “Most machines will only render a simplified approximation of their visual surroundings for faster processing speed, but Sentries use full renders instead, giving them perfect accuracy even over extremely long distances.”