Difference between revisions of "Shmups Wiki:Template Page/Strategy"

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m (Jotamide moved page (Template Page)/Strategy to Shmups Wiki:Template Page/Strategy: Moved to Project namespace, Main namespace should be reserved for games only)
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<div align="center">[[(Template Page)|''Click here to return to the ''(Template Page)''''' information overview'''''  page]].</div>
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== Under Constructions ==
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'''For now I will be dumping random Bee Storm information here so it exist somewhere.'''
<div style='text-align: center;'>
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<hr>
''See [[(Template Page)/Strategy (Scoring)]] for routing and techniques that are primarily focused on '''achieving high scores.'''''
 
</div>
 
<div style='text-align: center;'>
 
''See [[(Template Page)/Strategy (Survival)]] for optimized safe routes, speed-kill strategies, and helpful information that prioritizes '''clearing the game''' over scoring high.''
 
</div>
 
  
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=== Stage 2 Boss Health Regen Bug(Courtesy of Pearl): ===
  
These ''two sections above'' only need to be included if the game in question has vastly different routes between '''playing for score''' and '''playing for survival'''. If there is not a major difference in routing, then scoring and survival strategies will just be included in the stage/checkpoint that it refers to.
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Hp value is a value from 0 to FFFF (more complex than this but it's for simplicity). When there's ~1030 frames left on the timer, if hp is less than C900 hp is set to C900. Later it is set to 9000 and then finally 7000
  
== Weapon Tier List ==
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So you use a bomb as it hits c900, then the damage you're dealing is enough to trigger the extra two hp resets.
This is a section that doesn't necessarily need to be included, depending on the game in question. This section should be used to list out all strengths and weaknesses with the weapons in the game, and to sort of evaluate their general strength and usefulness. Ideally, every weapon should include a positive <span style="color:#009449">'''( + )'''</span> and a negative <span style="color:#F53D65">'''( - )'''</span>.  
 
  
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Cause as long as you're under the threshold said above the hp is reset to that value, so the damage is free.<hr>
'''(X) Tier: <span style="color:blue">Weapon Name</span>'''
 
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* <span style="color:#1C7BFD">'''( ~ )'''</span> Unique element of the weapon, nothing necessarily "better" or "worse" than any other weapon
 
* <span style="color:#009449">'''( + )'''</span> A positive aspect of the weapon that it does well, such as high damage, high refire, homing, etc.
 
* <span style="color:#F53D65">'''( - )'''</span> A negative aspect of the weapon, such as poor refire, low damage, weak homing, and the like.
 
  
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In practice this can be somewhat consistently achieved by using an energy bomb at the moment the boss sends his final horizontal line attack, and then point blanking the boss until you are able to return to the top left safe spot.
== Basic Strategy ==
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* Include some good "starter advice" for a player interested in playing this game.  
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* It's probably not a bad idea to explain good "times" to take advantage of certain mechanics (such as, "leave lots of bullets on screen and then do a big cancel for big points").
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=== Stage 4 & 5 Hex Turret Item Drops ===
* Let the player know of some techniques in shmups that the player might have to apply, such as macro-dodging / micro/tap-dodging, how to maximize damage, etc.
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This will eventually need to go into version differences, but for now I'll dump it here. There are two types of hex turrets in the Japan v100 roms. An orange sprite with lower HP and no item drop, and a green sprite with higher HP and a chance to drop either a power up or bomb. In the Korean v100 roms, and the world v102 roms(only other two versions I've played enough to notice a difference) all hex turrets are of the green variety. I'm unsure if they are a simple recolor or a full enemy swap. The new green hex turrets drop items unlike their jp rom counterparts, but I'm unsure if their health has been increased as well. The Japan v102 roms maintain the orange hex turrets, so this isn't a simple version difference, but perhaps a region difference?
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== Advanced Strategy ==
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<hr>All this has a significant impact on high level, low-power scoring. The orange hex turrets can, and generally should be routed and used. They are prime targets for both point blanking(combo building) and bomb recharging(Energy Mode). In versions with the orange hex turrets replaced by the green ones, routing these sections becomes more difficult and the player has to choose if they should take advantage of the turret at the risk of releasing an unwanted power-up item.
* This section would contain particularly advanced gameplay techniques and more scoring information.
 
* Ideally, this is information that you probably wouldn't tell someone who just picked up the game. Players looking at this section are typically aiming to reach the next level of play.
 
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== Enemy Overview ==
 
In this section, detailed information (if available) about all enemies, mid-bosses and bosses would be included on this page. Each enemy would be accompanied with a graphic, a score value (if available), and description of its behavior. For bonus points, include some clickable diagrams that showcase the behavior of the enemy! ''<small>For games that have disassemblies and debug modes available, this would potentially be an interesting way to isolate enemy behavior and really show how it works!</small>''
 
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== Individual Stage Breakdown ==
 

Revision as of 13:06, 6 September 2025

Under Constructions

For now I will be dumping random Bee Storm information here so it exist somewhere.


Stage 2 Boss Health Regen Bug(Courtesy of Pearl):

Hp value is a value from 0 to FFFF (more complex than this but it's for simplicity). When there's ~1030 frames left on the timer, if hp is less than C900 hp is set to C900. Later it is set to 9000 and then finally 7000

So you use a bomb as it hits c900, then the damage you're dealing is enough to trigger the extra two hp resets.

Cause as long as you're under the threshold said above the hp is reset to that value, so the damage is free.


In practice this can be somewhat consistently achieved by using an energy bomb at the moment the boss sends his final horizontal line attack, and then point blanking the boss until you are able to return to the top left safe spot.


Stage 4 & 5 Hex Turret Item Drops

This will eventually need to go into version differences, but for now I'll dump it here. There are two types of hex turrets in the Japan v100 roms. An orange sprite with lower HP and no item drop, and a green sprite with higher HP and a chance to drop either a power up or bomb. In the Korean v100 roms, and the world v102 roms(only other two versions I've played enough to notice a difference) all hex turrets are of the green variety. I'm unsure if they are a simple recolor or a full enemy swap. The new green hex turrets drop items unlike their jp rom counterparts, but I'm unsure if their health has been increased as well. The Japan v102 roms maintain the orange hex turrets, so this isn't a simple version difference, but perhaps a region difference?


All this has a significant impact on high level, low-power scoring. The orange hex turrets can, and generally should be routed and used. They are prime targets for both point blanking(combo building) and bomb recharging(Energy Mode). In versions with the orange hex turrets replaced by the green ones, routing these sections becomes more difficult and the player has to choose if they should take advantage of the turret at the risk of releasing an unwanted power-up item.