Difference between revisions of "Choujikuu Yousai Macross II/Strategy"
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== Beginner Course == | == Beginner Course == | ||
− | === Stage 1 === | + | === Stage 1: Minmay Attack === |
---- | ---- | ||
− | === Stage 2 === | + | === Stage 2: Moon Festival === |
---- | ---- | ||
− | === Stage 3 === | + | === Stage 3: Pursuit === |
---- | ---- | ||
== Medium Course == | == Medium Course == | ||
− | === Stage 1 === | + | === Stage 1: Great Wall of China === |
---- | ---- | ||
− | === Stage 2 === | + | === Stage 2: Leaning Tower of Pisa === |
---- | ---- | ||
− | === Stage 3 === | + | === Stage 3: Ship of Alus === |
---- | ---- | ||
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==== Wave-based Enemies ==== | ==== Wave-based Enemies ==== | ||
− | {| class="wikitable" style="margin-left: 10px; text-align:center" | + | {| class="wikitable mw-collapsible mw-collapsed" style="margin-left: 10px; text-align:center" |
|- | |- | ||
− | + | | <big><b>Wave</b></big> | |
− | + | | <big><b>Enemy</b></big> | |
− | + | | <big><b>Drop</b></big> | |
− | + | | <big><b>Notes</b></big> | |
|- | |- | ||
| 1 | | 1 | ||
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==== Time-based Events ==== | ==== Time-based Events ==== | ||
− | {| class="wikitable" style="margin-left: 10px; text-align:center" | + | {| class="wikitable mw-collapsible mw-collapsed" style="margin-left: 10px; text-align:center" |
|- | |- | ||
− | + | | <big><b>Time</b></big> | |
− | + | | <big><b>Enemy</b></big> | |
− | + | | <big><b>Item</b></big> | |
− | + | | <big><b>Notes</b></big> | |
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| 1:46 | | 1:46 | ||
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==== Time-based Events ==== | ==== Time-based Events ==== | ||
− | {| class="wikitable" style="margin-left: 10px; text-align:center" | + | {| class="wikitable mw-collapsible mw-collapsed" style="margin-left: 10px; text-align:center" |
|- | |- | ||
− | + | | <big><b>Time</b></big> | |
− | + | | <big><b>Enemy</b></big> | |
− | + | | <big><b>Item</b></big> | |
− | + | | <big><b>Notes</b></big> | |
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==== Wave-based Enemies ==== | ==== Wave-based Enemies ==== | ||
− | {| class="wikitable" style="margin-left: 10px; text-align:center" | + | {| class="wikitable mw-collapsible mw-collapsed" style="margin-left: 10px; text-align:center" |
|- | |- | ||
− | + | | <big><b>Wave</b></big> | |
− | + | | <big><b>Enemy</b></big> | |
− | + | | <big><b>Drop</b></big> | |
− | + | | <big><b>Notes</b></big> | |
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| 1 | | 1 | ||
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==== Time-based Events ==== | ==== Time-based Events ==== | ||
− | {| class="wikitable" style="margin-left: 10px; text-align:center" | + | {| class="wikitable mw-collapsible mw-collapsed" style="margin-left: 10px; text-align:center" |
|- | |- | ||
− | + | | <big><b>Time</b></big> | |
− | + | | <big><b>Enemy</b></big> | |
− | + | | <big><b>Item</b></big> | |
− | + | | <big><b>Notes</b></big> | |
|- | |- | ||
| 2:00 - 1:58 | | 2:00 - 1:58 | ||
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==== Wave-based Enemies ==== | ==== Wave-based Enemies ==== | ||
− | {| class="wikitable" style="margin-left: 10px; text-align:center" | + | {| class="wikitable mw-collapsible mw-collapsed" style="margin-left: 10px; text-align:center" |
|- | |- | ||
− | + | | <big><b>Wave</b></big> | |
− | + | | <big><b>Enemy</b></big> | |
− | + | | <big><b>Drop</b></big> | |
− | + | | <big><b>Notes</b></big> | |
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| 1 | | 1 | ||
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| [[File:MacrossII_MMechRed.png | 82px | Red version of Marduk Battle Pod (Commander Type)]] x2 | | [[File:MacrossII_MMechRed.png | 82px | Red version of Marduk Battle Pod (Commander Type)]] x2 | ||
| [[File:MacrossII_CoinBig.png | 54px | Green large coin]] x2 | | [[File:MacrossII_CoinBig.png | 54px | Green large coin]] x2 | ||
− | | style="text-align:left" | Fires 10 destructible missiles worth 300 points each <br><br> <b>BONUS</b>: Destroy all 10 missiles, then destroy the | + | | style="text-align:left" | Fires 10 destructible missiles worth 300 points each <br><br> <b>BONUS</b>: Destroy all 10 missiles, then destroy the mech (40,000 points each) |
|- | |- | ||
| 7 | | 7 |
Latest revision as of 13:56, 5 November 2023
This page is a work in progress. Please wait warmly.
General Information
How Enemies Spawn
Enemies are grouped into 2 categories, based on how their spawning mechanic work:
- Time-based
- Wave-based
Time-based enemies only spawn when the stage scrolls to a specific part. These enemies will always spawn, regardless of whether there are any enemies still on-screen.
Wave-based enemies only spawn when there are no enemies on-screen. However, if a time-based enemy is going to spawn at the same time, priority will be given to the time-based enemy, effectively "blocking" the next wave from spawning until that enemy is also removed.
It should be noted that while time-based enemies may be grouped up in a single row on this page, it may be possible to spawn an enemy wave in between 2 time-based enemies if the 1st one is killed sufficiently quickly.
Finally, some stages have autoscroller sections, where only time-based enemies are allowed to spawn, while wave-based enemies will be delayed until the end of the autoscroller section.
Tick Points
Tick points are acquired when the player's shot hits an enemy or an obstacle.
Before the boss battle, the player gets 10 tick points per hit.
Once the boss battle has started, the player gets 100 tick points per hit until the end of the stage.
Maximum Score Gain Per Stage
The maximum score gain for each stage is provided, with the following assumptions and caveats unless specified otherwise:
- Tick points are not included.
- Every enemy listed here is killed, except for destructible missiles.
- Every item listed here is collected, as well as bombs.
- No miss, no bomb.
Additional assumptions, if required, are stated in the respective stage's section.
Limitations
The list of enemy waves listed on this page may be non-exhaustive, as this information is pieced together from high scoring replays. Reverse engineering will be required to determine the full list of enemy waves.
While the utmost effort has been taken to ensure the data presented on this page is accurate, trying to extract the data from watching replays is a method that is prone to human error. Reverse engineering will also be beneficial in this regard, as it can be used to validate the data on this page.
Beginner Course
Stage 1: Minmay Attack
Stage 2: Moon Festival
Stage 3: Pursuit
Medium Course
Stage 1: Great Wall of China
Stage 2: Leaning Tower of Pisa
Stage 3: Ship of Alus
Expert Course
Stage 1: Disorder
Maximum score gain (up to and including wave 63):
- Without bomb bonus: 554,900
- With bomb bonus (4 bombs): 594,900
Wave-based Enemies
Time-based Events
Stage 2: Ishtar
Maximum score gain (up to and including wave 25):
- Without bomb bonus: 918,600
- With bomb bonus (6 bombs): 978,600
This assumes that the optimal path is always chosen (lower, upper, any, upper). Enemies and items on the less optimal paths are excluded from the calculation.
As the stage is an autoscroller until the boss is defeated, the time-based events will be listed first.
Time-based Events
Wave-based Enemies
Stage 3: Feff
Maximum score gain (up to and including wave 10):
- Without bomb bonus: 1,147,600
- With bomb bonus (7 bombs): 1,217,600
Additional assumptions:
- For the 3 mechs that leave trails of big coins, 31 big coins are collected.
- Only 10 enemy waves are included, in favour of getting the bonus from the boss. Items and enemies after wave 10 are ignored.
As the stage is mainly an autoscroller, the time-based events will be listed first.