(OutZone)/Strategy

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See (Template Page)/Strategy (Scoring) for routing and techniques that are primarily focused on achieving high scores.

See (Template Page)/Strategy (Survival) for optimized safe routes, speed-kill strategies, and helpful information that prioritizes clearing the game over scoring high.


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.

Weapon Tier List

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 ( + ) and a negative ( - ).


(X) Tier: Weapon Name


  • ( ~ ) Unique element of the weapon, nothing necessarily "better" or "worse" than any other weapon
  • ( + ) A positive aspect of the weapon that it does well, such as high damage, high refire, homing, etc.
  • ( - ) A negative aspect of the weapon, such as poor refire, low damage, weak homing, and the like.

(X) Tier: Fixed 3 Way Shot


  • ( ~ ) Shoots a 3 way shot directly in front of your player.
  • ( + ) High damage with autofire, good range at full power, good for recovery. Great for all boss battles.
  • ( - ) Cannot aim at enemies behind you or hiding behind certain wall angles. Poor refire if not using autofire.

(X) Tier: Free Range Weapon


  • ( ~ ) Shoots small pink lasers in the direction of your player.
  • ( + ) Can be aimed in 8 directions, generally high damage once it is fully powered up.
  • ( - ) Not the most useful when surrounded by enemies and for boss battles.

(X) Tier: Super Ball


  • ( ~ ) A ball that constantly spins around your player appears and will cause contact damage to any enemies it hits. The ball can be released directly in front of you by a button press and will shortly return to spinning around you.
  • ( + ) Extremely high damage, useful for damaging enemies from a distance and for sections with a lot of walls.
  • ( - ) The brief pause when releasing a ball in front of you can leave you open to enemy fire, limited range.

(X) Tier: Super Burner


  • ( ~ ) Shoots out a flamethrower that will extend in front of the player, and can change its trajectory based on the player's change in direction.
  • ( + ) It can be aimed in 8 directions.
  • ( - ) Hardest weapon to control, can be easily overwhelmed when surrounded by enemies.

Basic Strategy

  • Include some good "starter advice" for a player interested in playing this game.
  • 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").
  • 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.

Advanced Strategy

  • 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.

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! 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!


Individual Stage Breakdown

Stage 1:

Stage 2:

Stage 3:

Stage 4:

Stage 5:

Stage 6:

Stage 7: