Difference between revisions of "Battle Garegga/Bosses"

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(Added MB1 details)
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# '''Aimed Lasers''' The laser turrets will lock on to the players location before firing. They may be easily misdirected since the lasers fire a few seconds after locking on.
 
# '''Aimed Lasers''' The laser turrets will lock on to the players location before firing. They may be easily misdirected since the lasers fire a few seconds after locking on.
 
# '''Spinning Vulcan''' The spinning vulcan attack is fixed, but the boss's movement during the attack is random. As a result, the player cannot route a fixed path through the pattern since the boss movement will alter the pattern via the bullet doppler effect. Luckily, you only have to weave through the pattern once and can retreat to the upper-left corner of the screen to avoid the second wave. The pattern is easier to dodge on the opposite side (horizontally) of the screen from the boss since the bullets will have to travel farther and spread out to reach you, but beware if the boss starts moving toward you because then the bullets will form a wall. In this case, be prepared to move to the other side of the screen before the first wave arrives.
 
# '''Spinning Vulcan''' The spinning vulcan attack is fixed, but the boss's movement during the attack is random. As a result, the player cannot route a fixed path through the pattern since the boss movement will alter the pattern via the bullet doppler effect. Luckily, you only have to weave through the pattern once and can retreat to the upper-left corner of the screen to avoid the second wave. The pattern is easier to dodge on the opposite side (horizontally) of the screen from the boss since the bullets will have to travel farther and spread out to reach you, but beware if the boss starts moving toward you because then the bullets will form a wall. In this case, be prepared to move to the other side of the screen before the first wave arrives.
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|}
  
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{| class="wikitable"
 +
!Inner Ring
 +
|-
 +
|
 +
The inner ring turrets activate after the boss's 5th attack or the corresponding outer turret has been destroyed. Activated inner ring turrets attack in a similar fashion to the outer ring; every turret uses the same attack but the attack is random. The possible attacks are:
 +
# '''Random Bullets''' Good luck.
 +
# '''Destructible Bullets (odd)''' These destructible bullets are aimed directly at the player. They may be destroyed relatively safely if the player is directly below the boss or slightly off-center. Alternatively, they may be macro-dodged.
 +
# '''Destructible Bullets (even)''' These destructible bullets are also aimed at the player, but an even number are fired to surround the player. These bullets will not hit the player if they are far enough away from the boss and do not move.
 +
|}
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{| class="wikitable"
 +
!Central Turret
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|-
 +
|
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[[File:MB1 center.png|thumb|right|Central turret attacks]]
 +
The central turret is activated after the boss's 7th attack or all outer ring turrets have been destroyed. It uses random attacks, but like the outer ring the player may easily predict the attack by observing the turret that appears. Although the attacks used by the central turret are relatively simple, they will be fired in tandem with any inner turrets; these combination attacks can be quite fierce. The possible attacks are:
 +
# '''8-Way''' The 8-way turret launches large, fast moving bullets in the eight cardinal directions. They are aimed at you, but can be angle-locked.
 +
# '''Destructible Bullets''' The destructible bullet turret will lock on to the player, but then sweep left and right while firing. Since the bullets can be destroyed, the player can generally remain safe as long as they fire.
 +
# '''Missiles''' The missile turret will aim at the player before locking into place and firing. It is easily misdirected.
 +
|}
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{| class="wikitable"
 +
!Boss Core
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|-
 +
|
 +
The boss core lies beneath the central turret, but it may be damaged before destroying the central turret by attacking when the central turret has retreated. If the central turret has been destroyed, the boss core will be uncovered and can be damaged at all times. However, the uncovered boss core will continuously attack with large, fast-moving random bullets.
 
|}
 
|}
  

Revision as of 07:01, 12 April 2021

Score Breakdown

Part Shot/Option Weapon/Penetrating NL1 breakdown.png
Tail Cover 4,000 4,000
Tail Turret 50,000 5,000
Tail 1 3,000 3,000
Tail 2 2,000 2,000
Tail 3 1,000 1,000
Spinning Turret 5,000 (x2) 5,000 (x2)
Mini Turret 3,000 (x2) 3,000 (x2)
Wing Turret 10,000 (x4) 10,000 (x4)
Propeller Turret 50,000 (x2) 5,000 (x2)
Front Propeller 50,000 5,000
Missile Launcher Cannon 1,000 (x2) 1,000 (x2)
Missile Launcher Body 50,000 5,000
Wing Panel (8 phases) 1,000x8 (x6) 1,000x8 (x6)
Boss Core 100,000 100,000


Overview

General Overview

Nose Laughin is the easiest boss in the game. If the player opts for a low scoring quick-kill strategy, Nose Laughin will offer little resistance. However, the fight becomes quite a bit more complicated when the player is optimizing it for score.

Nose Laughin consists of many parts that can be optionally destroyed for points or to disable attacks. This boss presents a training opportunity for players to become familiar with how to use the game's various option formations since many parts need to be destroyed with the trace formation in order to award maximum points.

Nose Laughin's individual parts will attack the player in a staggered fashion, with one part activating to attack after another. If it is a part's "turn" to attack but it has been destroyed, the player will get a short break while the other parts lay dormant.

Tail

The tail consists of a cover rudder, a turret, and three spines. The cover must be destroyed before any of the other parts are revealed. Destroying a tail spine will also destroy any tail parts that would become detached from the boss. Extra parts destroyed in this fashion will not award points, so it is important to destroy the parts closet to the player first.

The tail turret is worth more points when destroyed by an option bullet. This is most easily done using trace options and aiming them horizontally so that only the turret is being hit by the upper-most option. Since the tail spine is easier to destroy, this can be tricky. You can use the hit flash on the tail turret as a visual cue. In addition, the turret will explode in a small vertical explosion when destroyed.

Attacking the tail turret with trace options.
Wing Panels

Each wing has three panels that do not flash like other parts when taking damage, but will leave a visual effect as they are destroyed, making it look like the wing has taken increasingly more damage over the course of the fight. Each wing panel has eight phases of disintegration, with each phase awarding points. Somewhat annoyingly, the center wing panel will prevent the propeller turret from being damaged from below with non-penetrating bullets until it has been completely destroyed.

Propeller Turrets

The propeller turrets will only activate after the two wing turrets on the same wing have been destroyed, and cannot be damaged before they activate. They are worth more points when destroyed by a non-penetrating shot. They may be damaged from the front after completely destroying the wing panels in front of them or at any time from the side using the trace option formation. The propeller turrets shoot destructible bullets in two alternating patterns, twin shots straight down and spread shots.

Front Propeller

The front propeller is worth more when destroyed with a non-penetrating shot or option bullets. For most ships, it can only be damaged by using trace options to attack it from the side. However, the opportunities to attack it are sporadic because the boss drifts vertically. Before the missile launcher is triggered, it is easier to attack the front propeller from the left side of the screen. After the missile launcher is triggered, if the player destroys the right missile launcher cannon the upper right corner of the screen becomes a safe spot from which they can attack the front propeller.

Ships with penetrating bullets can use them to damage the front propeller through the boss, but they must take care not to destroy the front propeller with a penetrating bullet or else they will not get full points from it.

Attacking the front propeller using trace options.
Missile Launcher

The missile launcher will appear from the main body of the plane after both spinning turrets have been destroyed or shortly after the third attack by the spinning turrets. The missile launcher consists of three parts, two cannons and a base. The missile launcher will rotate to aim at the player, firing when the player crosses its line of sight. If one of the cannons has been destroyed, only one missile will be fired. It is recommended that the player destroy the right cannon when dismantling the boss for score, since this will create many safe spots.

Boss Core

The boss core is the main body of the plane, beneath the missile launcher. It is easiest to damage after both cannons of the missile launcher have been destroyed, but it is possible to damage it earlier under the following circumstances:

  • If the spinning turret and mini turret on one side have been destroyed, options in the spread formation can point-blank the core from the diagonal before the missile launcher is revealed.
  • It is possible to damage the core while the missile launcher is appearing if it is triggered by destroying both spinning turrets.
  • If one of the missile launcher cannons has been destroyed, it is possible to briefly damage the core after misdirecting the missile launcher to one side.

The core will start firing an aimed spread shot after both cannons of the missile launcher have been destroyed. The density, frequency, and bullet speed of this spread shot depend on the number of boss parts destroyed, with the attack becoming incredibly difficult to dodge once all the boss parts have been destroyed.

Strategy

Quick Kill

The easiest (although low-scoring) way to dispatch Nose Laughin is to simply reveal and destroy the core using front options as quickly as possible while paying heed to none of the other parts. In this case the final spread shot by the core will be sparse, slow and easy to dodge, even more so if the two inner wing turrets have been destroyed as well while dodging some of the boss's attacks. Doing this this also quickly destroys the spinning turrets and missile launcher cannons while revealing the core, so you don't have to worry about dodging too many of those attacks. Wild snail in particular can destroy the boss shockingly fast with its penetrating bullets, even at shot level 1.

If you need a little more breathing room for the spread shot at the end of the fight, you can use spread options to destroy the inner wing turrets.

Partial Dismantle

A medium-scoring partial dismantle involves destroying all of the wing turrets, propeller turrets, and wing panels. This does not require any technical option manipulation using the trace formation, although the front formation may be useful for a little extra precision. In addition, as long as the front propeller and missile launcher body have not been destroyed it shouldn't be impossible to dodge the spread attack at the end of the fight.

Make sure to destroy the spinning turrets and mini turrets before the missile launcher is automatically triggered, which occurs shortly after the third attack by the spinning turrets.

If you are feeling brave, you can also tick milk the boss by point-blanking the wings even after the wing panels and turrets have been destroyed. This is easiest to do with front options after destroying the right missile launcher cannon. However, make sure to destroy the boss before time out. You can use either an audio cue or the boss timer M2 gadget (if playing on PS4/Xbox One) to predict the boss time out.

Full Dismantle

Fully dismantling Nose Laughin requires the considerations for the partial dismantle as well as extra option manipulation for high-value targets. You also need to move quickly since you only have limited opportunities to damage the front propeller, and doing so can become tricky after the missile launcher is automatically triggered.

First, focus on destroying the tail turret with trace options from the side. After doing so, attack the front propeller from the left whenever the boss drifts down. Make sure to escape back down before it drifts back up. You can also damage the propeller turret from the side, which makes destroying it easier. During this phase, it can be easier to focus exclusively on targets on the left wing so that you can more easily get in position to attack the front propeller from the corner.

Ideally, you have destroyed all the targets on the left wing and dealt heavy damage to the front propeller before the missile launcher is triggered so that you can spend the rest of the fight focusing on the other side. Destroy the right missile launcher cannon for safety. If this is done the right corner of the screen becomes a safe spot from which you can destroy the front propeller. Destroy any remaining wing panels and tick milk until it comes time to destroy the boss at time out.

The final spread shot will become essentially impossible to dodge, so it is good to plan a suicide here. Your goal should be to either suicide on a missile or destroy the other cannon and die to the spread, and then point blank the boss while invincible to destroy the missile launcher body and boss core as the boss leaves the screen (note that Grasshopper and Wild Snail will need to destroy the missile launcher body with an option and Gain will need to use tail options to divert his swords). In order for this to work best, you will need to damage the core and missile launcher some beforehand. The boss core can be damaged enough while the missile launcher is being triggered. You can damage the missile launcher body by misdirecting the missile launcher and quickly sneaking in a few shots from the other side. (If you are very precise you can destroy the missile launcher body before the second cannon, guaranteeing you destroy it before the core.)

Score Breakdown

Part Shot/Option Weapon/Penetrating MB1 breakdown.png
Outer Turret 10,000 (x8) 10,000 (x8)
Connection (outer) 20,000 (x8) 20,000 (x8)
Connection (thick) 30,000 (x8) 30,000 (x8)
Connection (thin) 50,000 (x8) 50,000 (x8)
Inner Turret 30,000 (x8) 30,000 (x8)
Central Turret 50,000 10,000
Boss Core 100,000 100,000

Parts & Attacks

Outer Ring
Outer ring turrets

At regular intervals the outer ring of turrets will open to launch an attack. Every turret in the outer ring will launch the same attack, but the attack is randomly chosen. However, each attack is launched by a unique turret so the player may observe which attack is coming and react accordingly. The possible attacks are:

  1. Aimed Bullets The aimed bullets move slowly and may be streamed easily.
  2. Aimed Lasers The laser turrets will lock on to the players location before firing. They may be easily misdirected since the lasers fire a few seconds after locking on.
  3. Spinning Vulcan The spinning vulcan attack is fixed, but the boss's movement during the attack is random. As a result, the player cannot route a fixed path through the pattern since the boss movement will alter the pattern via the bullet doppler effect. Luckily, you only have to weave through the pattern once and can retreat to the upper-left corner of the screen to avoid the second wave. The pattern is easier to dodge on the opposite side (horizontally) of the screen from the boss since the bullets will have to travel farther and spread out to reach you, but beware if the boss starts moving toward you because then the bullets will form a wall. In this case, be prepared to move to the other side of the screen before the first wave arrives.
Inner Ring

The inner ring turrets activate after the boss's 5th attack or the corresponding outer turret has been destroyed. Activated inner ring turrets attack in a similar fashion to the outer ring; every turret uses the same attack but the attack is random. The possible attacks are:

  1. Random Bullets Good luck.
  2. Destructible Bullets (odd) These destructible bullets are aimed directly at the player. They may be destroyed relatively safely if the player is directly below the boss or slightly off-center. Alternatively, they may be macro-dodged.
  3. Destructible Bullets (even) These destructible bullets are also aimed at the player, but an even number are fired to surround the player. These bullets will not hit the player if they are far enough away from the boss and do not move.
Central Turret
Central turret attacks

The central turret is activated after the boss's 7th attack or all outer ring turrets have been destroyed. It uses random attacks, but like the outer ring the player may easily predict the attack by observing the turret that appears. Although the attacks used by the central turret are relatively simple, they will be fired in tandem with any inner turrets; these combination attacks can be quite fierce. The possible attacks are:

  1. 8-Way The 8-way turret launches large, fast moving bullets in the eight cardinal directions. They are aimed at you, but can be angle-locked.
  2. Destructible Bullets The destructible bullet turret will lock on to the player, but then sweep left and right while firing. Since the bullets can be destroyed, the player can generally remain safe as long as they fire.
  3. Missiles The missile turret will aim at the player before locking into place and firing. It is easily misdirected.
Boss Core

The boss core lies beneath the central turret, but it may be damaged before destroying the central turret by attacking when the central turret has retreated. If the central turret has been destroyed, the boss core will be uncovered and can be damaged at all times. However, the uncovered boss core will continuously attack with large, fast-moving random bullets.

Strategies

Score Breakdown

Part Shot/Option Weapon/Penetrating
Rotating Turret (3 per base) 5,000x3 (x6) 5,000x3 (x6)
Rotating Turret Base 10,000 (x6) 10,000 (x6)
Front Hatch Turret 10,000 (x6) 10,000 (x6)
Center Turret 5,000 (x3) 5,000 (x3)
Missile Launcher 30,000 (x2) 30,000 (x2)
Rear Hatch Turret 50,000 (x2) 50,000 (2)
Boss Core 100,000 100,000

Parts & Attacks

Strategies

Score Breakdown

Part Shot/Option Weapon/Penetrating
Mini Turret 1,000 (x10) 1,000 (x10)
Side Turret 1,000 (x4) 1,000 (x4)
Large Turret Cannon 10,000 (x2) 1,000 (x2)
Large Turret Segment (3 per turret) 10,000x3 (x2) 1,000x3 (x2)
Large Turret Base 20,000 (x2) 2,000 (x2)
Center Turret 2,000 (x4) 2,000 (x4)
Center Hatch Turret 30,000 (x2) 30,000 (x2)
Homing Drone 5,000 5,000
Tail (4 segments) 5,000 (x4) 5,000 (x4)
Boss Core 100,000 100,000

Parts & Attacks

Strategies

Score Breakdown

Part Shot/Option Weapon/Penetrating
Tail Cover 4,000 4,000
Tail Turret 50,000 5,000
Tail 1 3,000 3,000
Tail 2 2,000 2,000
Tail 3 1,000 1,000
Spinning Turret 5,000 (x2) 5,000 (x2)
Mini Turret 3,000 (x2) 3,000 (x2)
Wing Turret 10,000 (x4) 10,000 (x4)
Propeller Turret 50,000 (x2) 5,000 (x2)
Front Propeller 50,000 5,000
Missile Launcher Cannon 1,000 (x2) 1,000 (x2)
Missile Launcher Body 50,000 5,000
Wing Panel (8 phases) 1,000x8 (x6) 1,000x8 (x6)
Boss Core 100,000 100,000

Parts & Attacks

Strategies

Score Breakdown

Part Shot/Option Weapon/Penetrating
Outer Turret 10,000 (x8) 10,000 (x8)
Connection (outer) 20,000 (x8) 20,000 (x8)
Connection (thick) 30,000 (x8) 30,000 (x8)
Connection (thin) 50,000 (x8) 50,000 (x8)
Inner Turret 30,000 (x8) 30,000 (x8)
Central Turret 50,000 10,000
Boss Core 100,000 100,000

Parts & Attacks

Strategies

Score Breakdown

Part Shot/Option Weapon/Penetrating
Wing Panel (8 phases) 1,000x8 (x4) 1,000x8 (x4)
Popcorn 1,000 1,000
Boss Core 100,000 100,000

Attacks

Strategies

Score Breakdown

Part Shot/Option Weapon/Penetrating
Boss Core (Phase 1) 50,000 50,000
Boss Core (Phase 2) 50,000 50,000
Arm 10,000 (x32) 10,000 (x32)
Side Hatch 1,000 (x4) 100 (x4)
Ground Turret 1,000 (x2) 100 (x2)
Boss Core (Phase 3) 100,000 100,000

Parts & Attacks

Strategies

Score Breakdown

Part Shot/Option Weapon/Penetrating
Wing Panel (8 phases) 1,000x8 (x4) 1,000x8 (x4)
Popcorn 1,000 1,000
Grenade 300 300
Grenade Explosion - 1,000 (weapon)
Boss Core 100,000 100,000

Attacks

Strategies

Score Breakdown

Part Shot/Option Weapon/Penetrating
Wing Panel (8 phases) 1,000x8 (x2) 1,000x8 (x2)
Boss Core (Phase 2) 100,000 100,000
Boss Core (Phase 3) 300,000 300,000

Attacks

Strategies

References & Contributors

  1. Icarus, ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&t=351
  2. ボスパーツ点数表, http://mtlayk.web.fc2.com/Game/Garegga/Gare_BScore.htm
  3. T3-Kamui, Special Demonstrations #13, https://www.youtube.com/watch?v=M4fnxn4xeBE&feature=youtu.be&t=825
  4. Tein Gauntlet, ギャラ子がガレッガ一号1600万, https://www.youtube.com/watch?v=QHxMYeTWGTw