P1 Select has nine characters, and in usual Brough fashion, you’re left on your own to figure out exactly what they do. For this post, I’ll outline everything I’ve figured out.
- Requires an adjacent enemy to be legal. Will jump over the enemy and kill him.
- There must be an empty space behind an enemy for the ability to be legal.
- Walls don’t matter.
- If another enemy is adjacent to you after you jump (with an empty space), you will jump again.
- This process repeats until there is no legal move.
- The door to the next room counts as an empty space, so it is possible to leap to the next room with this ability.
- If there are multiple paths after your first leap, it selects the one with the most jumps. If two or more have the same number of jumps, it picks at random.
- If there are no legal jumps, and you can’t move in a direction, you will lose the game.
- It’s common to become surrounded and immediately die with no legal jump. Be careful about moving into a dead-end with this character selected.
- If monsters are clumped together, this is probably going to be a weak move. The move gets better if you notice the monsters forming a “checkerboard” pattern.
- When you first enter a room, you’re guaranteed to never have adjacent enemies (except through walls), so it’s a bad idea to enter one of the later rooms with this selected.
- Moves in a direction until it hits a wall, killing all enemies in its path.
- Does not require an enemy if you move at least two spaces.
- If there’s an enemy in the path, you can also move one space.
- Pretty dangerous to use in the later levels, since you will often be surrounded after the enemies move.
- As a result, it’s not a great option to enter a room with.
- Moving one space or three spaces preserves parity, which can save you a life point.
- Costs two rings.
- Requires at least one enemy to be legal.
- The way it handles walls is somewhat counterintuitive and doesn’t really act like the cone diagram would lead you to believe.
- After attacking the first space, the move splits into three different paths. If one of these paths is blocked by a wall, enemies on that that path will not be hit.
- Here’s a diagram:
The green circle represents the player. Red circles indicate enemies that can be hit. Blue represents legal walls that will not block any of the doom’s 3 paths. Walls that block the three black paths will cause all enemies downstream of that path not to be hit.
- Amazing in the lategame, and the best player to enter a new room with.
- Try to avoid getting stuck on this spot in the early game, as you can’t really afford to use two rings to kill one enemy.
- Costs half a ring. While a ring is worth half a point at the end of the game, half a ring is worth nothing.
- This does not take a turn, so enemies will not move after using this.
- If used to target an adjacent enemy, will kill the enemy.
- If used to target an empty space, you will move into the space.
- Besides Midas (which is an absolute requirement for scoring), this is the most useful player in the game.
- Because of its usefulness in really desperate situations, it’s one of the better players to select at the beginning of the game for the two life bonus.
- Is decent to enter a new room with as long as it can set up an adjacent Doom, Pop/Up or X-ray.
- Kills an adjacent enemy and scores a point.
- Requires an enemy.
- Although rings are worth half a point, your score at the end of the game is mostly the number of enemies you killed with Midas. This is a very important player!
- This is a strong candidate to select for the 2HP bonus.
- Works great when combo’d with FAST to camp on the same row or column. One preserves parity and the other doesn’t (making survival easy), and neither moves you away from the camping spot. You can often alternate between using the two for a lot of points.
- If you have enough rings, you will often want to Midas the last enemy in the room for points. Use this opportunity to influence which player you start with in the next room.
- Starting a room with Midas itself is very bad, as there’s zero chance you’ll be able to use its ability.
- Moves in a direction (killing an enemy if it’s there), then kills another enemy if there’s one adjacent in the direction you moved.
- Can move through walls.
- The attack that kills the 2nd enemy also ignores walls.
- Can be used if it kills an enemy. Can also be used if there is no enemy and you move through a wall.
- Useful for preserving parity.
- Can often let you skip most of a room by moving through a critical wall.
- You are vulnerable if you move next to an enemy that flanks you.
- Warps in a direction into an empty space.
- There must be at least one enemy adjacent to that space.
- Attacks all adjacent spaces after warping (up to 4 enemies at once).
- Extremely powerful player. Since it’s impossible to be hit after using the move, it often acts as a get out of jail free card.
- That being said, if you have no open spaces with an enemy to warp to, and you also can’t move, you will lose the game.
- Attacks four different squares.
- Needs to kill at least one enemy to be legal.
- Like Doom, this can be blocked by walls in counter-intuitive ways. Again three paths are spawned, and if a path is blocked, an enemy won’t be hit.
- Here’s a diagram:
- Fairly basic ability. Maybe try to hit four guys with it? lol
- Useful for hitting enemies that are off parity.
- Attacks in a direction, ignoring all walls.
- After you collect the artifact that lets attacks gather coins, you can legally target a direction with a coin but no enemies. Note that this is NOT true for Vish or Doom.
- Great player to enter a room with.
- Fairly versatile since it can also be used as just a basic melee attack.