$5DC holds the game bias that was selected at the start of the game.
0 = Tactical Bias
1 = Standard Mix
2 = Arcade Bias
The game bias selected will affect the gameplay.
The tactical bias makes the evil growth more intelligent than usual, but the Guardians are quite tame. In addition, the player movement is slower, but more manoeuvrable.
The arcade bias makes the evil growth more random, but the Guardians more difficult. There is extra inertia to the player movement, and faster.
The standard mix falls between the two and is a beginner’s best bet.

The (inertia?) routine at LAB_01BF/ LAB_2BCE2 gets called when the player stops moving from the routine at LAB_2B640 (at 2B782 and 2B7C0). It is called with a parameter (values of 1 0x0001 or -1 0xFFFF ), and returns a value. If the game bias is Tactical (0) or Standard (1), then a modifier variable is set to 2, otherwise for Arcade (2), it is set to 1. This modifier value then gets used in a calculation to determine how quickly the player stops?

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