User:1ccsDontMatter/Dodging strategy
Normally in shmups, one wants to avoid danger in the forms of bullets, enemies, and obstacles when aiming for a goal such as a 1cc, 2-all, or score run. Dodging theory is an analysis of the different types of dangers one is likely to face as well as axioms for coming up with solutions to such obstacles.
Contents
Avoiding bullets
Routing
In general, the best way to avoid any type of danger, including bullets, is to know what will happen beforehand and to plan a safe route to avoid that danger. Even randomized elements of a shmup can benefit from routing by analyzing the random elements and routing towards the greatest probability for success. For instance, routing oneself into a safer, less bullet-dense part of the screen far away from the source of random danger.
Threat zones
Sources of danger, normally bullets, can be thought of as projecting a threat zone along their path. The closer one is to this zone, the greater the chance the player will make an error and collide with the bullet. It follows then that dodging strategies should be centered around controlling and minimizing threat zones, thus giving the player the largest areas of safety and freedom that are possible.
Streaming / Herding / Luring
One of the most common ways to minimize threat zones is to force sources of danger to overlap each other via streaming. Essentially, threats that are overlapping share the same threat zone, and by luring many sources of danger into a small area or controlled trajectory, the player effectively frees up some other part of the screen they can use to escape to.
Bullet patterns
Because "reading" bullet patterns is often error prone, and in extreme cases, impossible, it's useful to learn strategies that can be used to avoid danger without relying merely on sight. If a bullet pattern falls into a known type, a known solution is likely to be effective in surviving it.
Static bullet patterns
Static bullet patterns are the same each time, so their threat zones fill predetermined positions and timings regardless of the player's position or other game states. This makes them predictable, and thus static patterns are often solved safely by memorizing safe spots.
Aimed bullet patterns
Aimed bullet patterns are patterns that are oriented towards or aimed directly at the player. These are the majority of patterns in older shmups.
Aimed even
Also known as enclosing patterns, aimed bullet patterns with an even number of bullets contain two or more streams of bullets aimed away from the player. Usually the best way to survive evens is to not move and let the danger pass by.
Aimed odd
Odd bullet patterns contain one or more streams of bullets that are aimed directly at the player. Usually the best way to survive odds is to tap once perpendicular to the source of the bullets and into a safe place.
Random bullet patterns
Random bullet patterns are patterns that are not aimed at the player and spawn with a random trajectory. Often, random patterns are actually oriented in some way towards the player, and are actually aimed random patterns. Random patterns can be bullets with completely random trajectories from a central source, or they can be patterned attacks such as rings that expand with an unknown trajectory aimed at the player or not.
Ultimately the only way to avoid random patterns is to read the incoming bullets and react. The danger with this type of pattern is that the threat zone of the attack is usually a circle radiating out from some point over the entire screen meaning there are no possible safe spots. Analysis of such attacks may reveal that certain parts of the screen will be less dense than others, increasing the chance of success if taking refuge in that area; however, the need to remain in a certain position to attack an enemy may make such solutions impossible to effectively execute.
Homing attacks
Homing attacks are bullets or missiles that spawn with some initial trajectory but continue to curve towards the player for some amount of time. todo: explain how to avoid these based on their turn rate and timeout rate
Magic bullets
Magic bullets (todo: maybe there's another term for this?) are bullets such as rotating bullets (Compile), oscillating bullets, or curving bullets. Todo: give a theory on dealing with them
Hybrid patterns
Aimed random patterns
Aimed patterns with elements of randomness added. They are the majority of bullet patterns in newer shmups. They usually cannot be avoided by memorizing when to tap/not tap like normal aimed bullets and instead must be reacted to.
Static aimed patterns
Combines elements of static and aimed patterns. todo: explain luring the aimed bullets into the static threat zones to reduce danger, etc --> animation of strikers 1945 loop 2 russia boss part 2 would be the perfect example here
Overlapping patterns
The majority of situations, especially during stages, are likely to be different types of patterns overlapping. todo: explain how to use threat zones to analyze and come up with routes through overlapping patterns, blah blah blah