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 Post subject: ST: F/A ( Fighter & Attacker)
PostPosted: Sat Aug 18, 2018 1:58 am 

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Joined: 28 Nov 2014
Posts: 370
Location: SoCal
Decided to make this guide after a recent clear. Most of these notes are taken from an archived guide on ( from another player iirc) Additional credit goes to Sapphire for finding the JP guide and helping me with the translation along the way. If you want to view the original guide in JP, here's the link: ... index.html

I'll dump the text here and make some additional changes when i get back ( parentheses are my own personal notes to clarify some areas where the machine translation may not be sufficient) :

0. Introduction

F/A is a vertical STG released by Namco in 1992. At the time, fighting games were booming in popularity in arcades, so many STG went unnoticed comparatively speaking.

At first glance, F/A looks like a traditional vertical STG, but there are game mechanics that are quite different from more recent STG.

There are two buttons, a regular shot (similar to other STG) and a ground shot designed specifically to deal with tanks and other ground enemies.
There are 16 aircraft to choose from
The game has no bomb mechanic
There are also no powerups in the game
The only items that grant you score in the game are prisoners, which act similarly to medals in other games (Raiden etc.)

By the way, rather than a traditional life system there is a healthbar which can get depleted with hits (from enemy bullets). By default, it starts from 3 (and you can get 2 extra hit points in the game at 120k & 360k), and the invincibility timer is quite low whenever you take a hit.

1. Basic Plane Characteristics, (English)

The ships in F/A are mainly classified by shot type, but there are 6 types of air shots and 3 kinds of ground/secondary shots. Usually, you would think there are 18 shot types, but because there is only one aerial shot "FULL - AUTO", there are 16 shot types in all.

As for the ships, the types of shots, hitboxes, speeds, etc. are finely adjusted, so the playing sensation may be significantly different even on ships with similar configurations.

The ground shots are of the following three types.

Aiming from your ship, this secondary shot is launched in a straight line. Although its power is low, it is the easiest weapon because it has the strongest range of any of the ground shots, and you can pointblank tanks using this secondary weapon, hitting directly above the tank while being able to efficiently capture prisoners.

This is a secondary lock weapon like the target reticle in Xevious. However, because it drops several times at once, it can clear out the enemies around the place it was dropped. It may be easier to use than a Vulcan depending on your playstyle.
The range of the bomb is different depending on the aircraft (You can compare it on your own aircraft selection screen, such as the Vulcan?)

Guided missile
This weapon will automatically lock on to the enemies in range of your ship and attack them. Due to the range of the weapon, there is no need to approach enemies and pointblank them. Although it gives out multiple shots, there is a time delay (recharging) until you can use it again.

In general it is said that Vulcan is easy to use, but I often use bombs because of its high power and no need for autofire. (Note from maximo- I use vulcan since its so straightforward)

2. Plane Descriptions(English)

Next is an introduction of the ship and shot type combinations. As expected, I’m not familiar with all ships, so I will comment only on the ships that I used frequently.

It fires six bullets in a spread each time. The shot count (the number of bullets displayed on the screen) is suppressed by the number of shots more often than other shots.
However, it does not matter if you stay close to the enemy, so its power is the strongest in that respect. Nonetheless, it has a large hitbox.
F-15J (Bomb)
YF-23A (Guided missile)
JA-37 (Vulcan) - The speed on this ship is fast, and you can easily know where your hitbox is. ( This plane is by & far the easiest plane to clear the game with.)

There are four rounds of bullets fired in a radial pattern, the shot form "SEMI-AUTO" is very similar, but has a lower power than the shot pattern here.
F-16AFTI (Bomb) - It is an easy aircraft to use with crisp maneuverability. The flame range of the secondary shot is short.
YF-22A (Guided missile)
F-14D (Vulcan) - Based on the F-14 Tomcat. It must have been easy to use if the wings were closed ( this note probably refers to the large size of the hitbox).

This shot consolidates four rounds of bullets that are fired to the front. There is considerable power in the primary shot, but its range is considerably tight because the shot does not spread.
In addition, this shot is characterized by the bullets coming out when you release the button. So it is pretty good for people who can’t fire at a fast rate.
F-4EJ (Bomb)
A-6E (Guided missile)
GR.5 (Vulcan) - The fastest of all planes and the smallest per-shot width can be covered. Recommended.

There are four rounds of bullets, the 2 shots in the middle are straight, the rest will the diffuse from the center and spread out to the left and right.
I've only used it a little, but you will feel "where the 's semi-auto!?", I have a feeling that, two shots in the middle is fired twice in one shot. It doesn't mean much. But it is the most easy to use shot.
The Aircraft itself is just something safe.
F/A-18E (Bomb) - This aircraft is selected by default. The ship is decent in all categories including bomb range, size & speed.
MRCA-IDS (Guided missile) - It would be safe to start with this aircraft first for people who are thinking of trying to use a guided missile aircraft.
ACM (Vulcan) - At the time that this came out it has been said that this is the most easy-to-use aircraft in the field. If you are aiming for your first clear it would be this aircraft. ( while I'm not entirely sure about using this for your first clear, the straightforward semi-auto main shot & vulcan secondary shot make this one of the easier planes to clear thanks to its range & versatility)

The aircraft below here is completely for advanced users. It fires 2 shots at semi-automatic (close to semi-automatic speed?). Power is ... is still low for the primary shot. However it is deadly that there is no width of the shot anymore. The third and fourth stages will be the highlight of this. ( Round 3/4 has a lot of popcorn enemies that pop in from both sides of the screen, which puts you at a disadvantage due to the small width of your main shot)
Mir2000 (Bomb)
X-29 (Guided missiles) - I cry when I choose it because of the coolness of the aircraft, seriously.
A-10A (Vulcan) - G, Greg ~! (That’s another game) ( this plane is pretty similar-looking to Wild Snail in the 96' stg Battle Garegga)

This is the genuine full auto. I feel safe even if I leave for many days... It is! I cry due to low power more than auto.
The word "full auto" is used to get stuck in this game itself, there are many patterns (crying)
F-117A (Bomb) - I can fire two bombs on the scary thing, why only this aircraft? In other words, the ground attack is the strongest of all models! ( It has the strongest ground attack) However, it is very difficult to clear because it has two uses of a big slow bomb and takes time to recharge. In particular, the final boss has no way of using bombs, so its hell. ( last boss only allows you to use your primary shot, so it takes forever due to the very low power of your main shot).

When you actually choose the aircraft, the three points "spread the aerial shot", "fast and decent", "small recharge time" will allow you to naturally narrow the ship selection.
I think that those looking at ground shot choices should choose the bomb or the Vulcan preferentially.
People who dare to tilt, can try the F-117, but I think you'll regret it soon.
( Personal opinion on ships ggmaximo:- JA-37 is by far the easiest ship to clear the game due to the awesome pairing of the 6 way spread and vulcan ground shot. Other choices are ACM and GR5. F-117A is the hardest clear out of all the ships.)

3. Game layout (1 loop only)

In this game there are a total of 8 stages ( denoted as Rounds), two rounds of which there is only aerial warfare with no ground objects ( you get an aerial shot as well as a ground shot). Each Round contains a large boss but since the game does not stop scrolling forward, the ground based bosses ( boss 1-6) are gone in a few seconds (laughs). Also for bosses, the timeouts are fairly short.

Round 1

-After selecting your aircraft at the fighter selection screen, you are deployed into a coastal region in the Middle East - it contains a forest area, a coast city with a harbor, and culminates with a battleship that submerges as you confront the boss. For now, beginners can get acquainted with the small tanks (laughs). Because of the unfamiliar firing pattern, and that they take 2 shots to fully destroy, remembering their locations is necessary. In addition, certain areas of the harbor ( on top of buildings) yield additional prisoners while fired upon with the ground shot. I have not determined if all of them are predetermined locations, as sometimes they fail to appear ( even if the end stage bonus is nearly the same).

-The boss ( Giant Freezer ( a misspelling of Freighter?)) will gradually scroll upwards. Position your ship to direct the 4 small turret fire while destroying popcorns, and then destroy them in return after they stop firing. Afterwards, stay on the right, avoid the fire from the next section ( 4 small turrets + 1 rotating turret) and destroy them all while the rotating turret is firing. Afterwards, the screen will scroll upwards, with 3 ground-based targets that deploy popcorn enemies, periodic heli popcorns, and the main body which has 4 different appearances. For scoring purposes, you can milk the popcorns and scroll up to the top ( with 8 circular turrets and 1 rotating turret) and destroy those while making sure the main body is destroyed. You get 20,000 points for killing the boss, and a prisoner bonus of up to 56,000 points.
( The periodic heli popcorns mentioned will appear from the left & right sides of the screen, usually alternating between 1/2 groups of 2 enemies each.)

Score of my pb at this point: 168k, Koizumi’s replay: 177k

Round 2
-This stage only has aerial combat ( your secondary shot is disabled) . It is very important to remember the locations of the medium sized aircraft, as they give the player a large amount of points and some of them fire nasty spread patterns which can be avoided by point blanking their wings before they get a chance to fire off. It’s also important to remain in the middle to easily pick off the sets of 3 zako (popcorn)plane formations that comes from the left & right in the beginning, and later sections of the stage.

The boss ( Killer Boeing), does not take much damage to destroy with autofire, so a scoring route should not hit the body too much in order to milk the missile Zako(popcorn) that come out together. After destroying the boss for 10k points, you will get a prisoner bonus of up to 24k.
My pb score: 339k, Koziumi’s replay: 359,900

Round 3
-This is where the first difficulty spike of the game starts, as your plane enters a desert harbor.

-This stage has an intermediate difficulty, due to the appearance of new helicopter enemies that will come dangerously close to you. Avoiding their patterns (especially in tight sections) can be accomplished by maneuvering your plane left or right in a diagonal manner. This is especially important to keep the amount of helicopters coming at you under control.

-The initial section of this stage has you fight a few boats and tank formations as you enter the harbor, and introduces helicopter enemies as you make your way towards the city area, in a number of formations. Near the city entrance, is where you can be easily ambushed by enemy helicopters so take great care. After battling some popcorn helicopters, big tanks, a formation of planes will fire shots and fly away, which begins the turret section on the dunes. This requires you to be aggressive and destroy turrets and tanks by remaining near the top of the screen to remove enemies before they trap your plane. After this section, you will arrive at the airport with a few more smaller formations of the cowardly airplanes.

-The Big airplane boss of this stage( Devil Airbus) will try to fly away from the airport. You want to take care of the green tank formation first, then damage the right centerpiece and the center while taking care of two blue tanks. Afterwards, destroy the center part of the airplane, and the engines on the right wing. Go to the left and destroy three engines, while keeping one alive. The plane will drift ahead, allowing you to move back down and destroy the left centerpiece. You can destroy 9 blue tanks and get prisoners, while they come out somewhat randomly. Afterwards, go destroy the last engine before the boss times out and flies away. Prisoner bonus can be up to 96k ( the position of the blue tanks when they appear from the top of the screen is random)

My score: 553k; Koziumi’s score: 589,900

Round 4

-This is the desert stage ( with a forest thrown in). The first half has a nasty combination of enemy helicopters due to the way they will sporadically enter, forcing the player to move very carefully to avoid taking damage. The second half of the stage requires the player to be hasty and to remember the occurrence location of helicopters & other enemies, especially at the part with the turrets on the cliff that fire 3 way patterns.

-The Boss( Power Station),is a base with nine parts lined up in a square.Because the scrolling does not it is necessary to destroy the center of the weakness quickly. Because the part in front of the center is stiff, but the durability of the center itself is strangely low, you should position your aircraft so that the shot goes out diagonally.
It might be easier to escape before you get used to it ( Aircraft with a smaller primary shot width will have a harder time squeezing inside the boss to kill the middle part. With planes such as the A-10A & the F-117A, it is strongly advised to not worry about destroying the boss if you are aiming for a survival clear). Prisoner bonus is as high as 52k

My pb: 693k, Koizumi’s score: 751k

Round 5

-This is the desert-valley area, which transitions from late afternoon to evening over the course of the stage.

-The first half is a combination of helicopter and tank forces over a desert area that transitions into, the middle to attack the transport troops located in the desert valley region with overhanging cliffs. Since we also have quite a number of tanks do not shoot, it is more important to focus on the aircraft and gunwall turrets that line the valley. The second half of the stage? You want to destroy the small black aircraft at a position where the spread wont jump into your path, and continue to deal with the large tanks and gunwall turrets aggressively by hugging the top of the screen when possible. After passing a few stations with turrets, move right to left to destroy the wall turrets and the trains. A few ground turrets stand in your path before a Warning alert appears.

-Boss is just a base ( Hyper Cannon) (a clinch since it is simple), is a strong train fort containing two large auto gun turrets on train tracks before you encounter the base ( along with a optional large third that appears on the left next to the base).It will be painful if you do not destroy both turrets as quickly as possible. It is advised that the JA-37 can point blank the right train turret with just the primary shot, hang back down and destroy the left large train turret. Next, you can kill the station small turrets, and hit the right signal while avoiding fire. Move to the left and kill the center turret. This is a Hellish location for the full auto aircraft due to the lack of range and point blank, forcing the player to avoid more fire. (laughs) Prisoner bonus is 62k.
My pb: 850k, Koziumi: 928k.

Round 6
-The harbor at night. The song of the stage is one of my favorites (hellharmony!!). Anyway, it is helpful to remember the position of the small-scale fire tanks and not to destroy it too quickly.
( do not be too aggressive and remember the appearance position of the twin firing small tanks since they will continually move as threatening zako (popcorn) helicopters come in from the side at a few key points.)

- You start out at night between the mountain range as 4 groups of zako (popcorn) helicopters come in from left-right-left-right. Afterwards, you have to deal with some little planes from stg 1 coming in from multiple spots; make sure to position yourself on the left afterwards so you can destroy the 4 twin firing blue tanks on the left, along with the gunboats. Another easy zako (popcorn) section follows, and I usually position myself a bit to the left so I can misdirect and kill the 2 zako (popcorn) tanks coming in from the top. Afterwards, you go to the left to kill the spawning zako (popcorn) tank and move to the right to hit the one on the right.
There will also be a section in the middle with the small black aircraft from round 5, make sure their spread does not block your path, and to remain towards the right so you don't collide with the ones coming in from the left.

-The Battleship boss(Satan Midway) is trying to depart as you approach it. It can be defeated easily by destroying the two large turrets, then focusing on the main small turret section, and finally the main body. Prisoner total is 54k.

My score: 993k, Koziumis score: 1.03 million

Round 7
-The snow-pile enemy stronghold? Attack.

-The enemy also comes out aggressively. If you do not remember the pattern to destroy the turrets, it is hell across the whole stage. Anyway, the first part is tough from the beginning due to the orientation of the ground turrets.

-The only way to do this is to learn how to deal with this is by positioning yourself in a way that misdirects turret fire and allows you to retaliate w/o taking damage.

-The middle firing battery right after the aircraft barrage & two large auto turrets is also an issue. It is usually marked by two twin firing tanks coming in from the top, and 4 small airplanes that take off from the ground. Two more groups of airplanes ( right-left & left right) will appear and you should do a sweep from left right so you can destroy the two twin-firing tanks that pop out and damage one of the four shot turrets in the process, taking care to make sure you don't get trapped by the ground turret patterns in the back. The next section has four shot turrets that fire w/ very little reload time so positioning is extremely important.

-There is a place where it comes in mixed with turrets and helicopters and it is necessary to do considerable training to be able to come out of here with no damage ( which should be the area containing two large four shot turrets, two waves of 4 helicopters coming in from the sides, and two small turrets in the front). A Carpet pattern? It's finally late in the stage when something like that comes out.

If you ignore the missile hatches ( the ones that shoot out the destructible missiles), this last section is a cinch. The Boss is a big helicopter ( the Harrier Family). The main red helicopter only has a monotonous attack that just shoots the bullets down, and its two escort helicopters only shoot out missiles,which makes it important to destroy the small turrets in order and to get rid of the right escort helicopter first, then the right 4 bullet turret, before crossing over and destroying the turret and escort helicopter on the left side, after which the boss becomes very easy. You can milk some points by destroying the respawning zako (popcorn) helicopters, but the boss will time out after a couple of minutes so be careful. Destroying the boss nets 20k; Your prisoner bonus is a max of 72k.

My score: 1.174 million, Kozumi's score: 1.309 million

Round 8
-This is the final stage, but it has only has aerial combat and you can only use your primary shot ( secondary shot is disabled.

-Although the configuration of the stage is similar to Round 2 , it is very difficult because the barreling spread attack of the medium-sized machine from the first half (interval of one machine every few seconds) comes continuously. A hit from the aircraft is quite hellish.

Think about moving in between the bullets as much as possible ( instead of worrying too much about killing these medium-sized aircraft) since In the second half, medium-sized aircraft come down from the top at high speed continuously. One of the aircraft in the middle will release a set of 4 falling missiles in the middle of the last medium sized aircraft section. You can move to the left around this and proceed to near the top middle of the screen as ships behind you collide with each other and the final red alert sounds, signaling the appearance of the final boss.

(Another piece of advice- planes with bigger hitboxes will have a more difficult time with this stage, such as the F-14D. In such cases, you may need to squeeze through the gaps slightly more to the left/right than normal ( especially in the first half of the stage). As a result, you may not be able to kill the medium sized planes completely and will need to finish them off after squeezing through the gaps.

-Boss (King Concorde), in a large fighter, by way of example two escorts(handouts medium-sized machine) will stay on top of the left and right two of the aircraft screen. We will ignore the Escort aircraft to concentrate our attack onto the main boss. The main boss will use the attacks in this order is "fire aimed bullet, easily destroyed missiles, & dropping missiles" , this is hard due to the overlapping diagonal patterns of the escort’s bullets over the aimed bullets of the boss. When some of the boss parts have broken off to some extent & the boss is flashing red), will be only to "fire aimed bullets". Endurance of the boss is quite stiff compared to the previous bosses,so prepare for a long battle. Let's go by yelling! ( first part of the fight will be explained in *final boss header for section 4.)
My PB:1.702 million, Koizumi: 2.078 million

-If you clear, "the number of bosses defeated × 10 "residual life × 100k" is entered as a bonus. By default your ship's life is initially 3, since it is extended by two more, a no mistake run is 500,000 points. This is big.

( The end bonus is calculated after the game calculates your prisoner bonus for Round 8. The end bonus can be a maximum of 80k for completed missions ( destroying the boss), and 500k for each remaining piece of your armor stock (lives), for a total of 580k max end bonus.)

-Final boss is based on Tu-160 Russian aircraft.

4. Personal notes (ggmaximo)
Prisoners & hidden locations

- The majority of prisoners can be found by using your secondary shot to destroy certain ground tanks. These prisoners will be highlighted with a Help! icon & green clothes/grey/bluish business suits.

- They will remain on screen, except if you scroll the screen too far to the left/right (depending on the prisoner's position).

- I also believe that their appearance is somewhat influenced by the # (number) of ground targets that you have destroyed so far in the stage & prisoners collected. So missing prisoners/failing to destroy a ground target can affect the appearance of prisoners later on in the stage.

- Some Rounds will require you to use your secondary shot on the stage environment to find additional prisoners. These include:
Round 1- the block on the left of the first burning structure you see, white circular domes in the town section, the cranes & elevated building sections at the harbor
Round 3- yellow crane, white building after passing by the two brown ship cargo holds, white tiled buildings before the town section, two camouflaged canopies in the turret section, & a Satellite fan.
Round 5- Building before cliff turret section, 2 buildings after cliff turret section
Round 6- A # of Circle hangars, that one x outpost right before the two turret gunboat/ship section, the plus dome ( located on the left in the black plane section) ( 3 of these circle hangars are located after the boss, so you'd actually lose score going for them vs the boss kill)
Round 7- A # of Satellite fans scattered throughout the stage, 2 white balls.

-For those approaching this game for the first time, you may scream & pull your hair out when trying to dodge some of the patterns presented to you & or when a popcorn will continue to fire/ram into you. To counteract the first issue, dodging diagonally is usually the best course of action.

-I believe this is beneficial as it seems like the hitbox becomes slightly warped & narrows a bit from the change in the plane's perspective. The second issue will require you to set up a manual/lower rate of autofire compared to the base 20-30hz you want for your primary/secondary shots.
-This is due to how high autofire rates can leave gaps due to shot limitations on screen, especially when firing both of your shots off at once. Another good tip for the secondary issue is that a number of turrets/ tanks ( possibly popcorn helicopters) will only fire at certain angles, which will help you figure out when they'll fire next, & how to deal with enemies that fire a volley of shots before leaving the screen.

Stage 8
-This stage can be daunting for players looking to clear the game, especially if they're using planes with a smaller shot width ( such as straight,auto, & full auto main shot types). For survival purposes, its probably better to not worry about destroying all of the medium-sized planes in the section immediately after the 8 waves of 3 green popcorn planes. The ones I would destroy (on a F-117A run) are the first medium sized plane on the right, the 4th medium sized plane appearing on the far right, the 6th medium sized plane on the right, and the 7th medium sized plane on the left. This will give you enough time to pointblank with your main shot & avoid being trapped by overlapping or aimed bullet patterns and sets you up in a nice position to take a 2 sec breather before the next section starts.

-After you deal with the 2nd section with green popcorn planes, you want to destroy the medium sized plane that appears in the middle. Afterwards ( if you have a low powered shot type), you want to destroy the right medium sized plane ( group of 2), and the top medium sized plane ( next group of 3), to give yourself enough room to weave through the upcoming bullet spreads.

-The very last section before the boss has a number of medium sized planes, but these cannot be destroyed with your main shot. Make sure to weave around them ( i usually recommend to craft your route to the left side of the screen) and be careful of the one medium sized plane that drops a bunch of heavy missiles in the middle of the screen.

Final boss
-When you get to the final boss, you'll encounter a scary opening, with the two side planes firing some rounds at your plane, before they fire off a spread from both directions that crosses over each other. Your initial instinct may be to try and read the pattern to find a gap, but the second spread's trajectory does seem to be influenced by your position when the two side planes stop moving. I didn't realize this last part until I was recently playing the game again, but there are a few ways to be consistent at this attack & not get hit.

-My understanding of the second attack is that after you dodge the spreads from the two side planes, you want to position your plane on the far left/right side in a way so that the second spread aligns in a way that allows your plane to maneuver diagonally to the right/left with enough space to pass through.

-GAMSIC's Mirage 2000/ F/A-18E replay shows an expert implementation of this method where you point blank the right side plane as it fires its spread before executing the rest of the strategy ( especially good if you're going for very high scores with a plane like JA-37, because you can damage the side plane to an extent that it can be destroyed later on in the boss fight & collect an extra prisoner.).
I personally go through to the right after the third volley from the side planes (1st attack) just for consistency & to give me enough time to position myself for the second spread's trajectory.

Vulcan secondary shot
- You might want to be careful of repeatedly pressing your button down when your main shot needs to take care of bulky enemies ( since using auto for both at the same time can impact your main shot power).
- This shot type is the easiest out of the three to collect prisoners since you can damage ground targets from a slight distance away as well as directly above them. This is most noticeable in the Round 3 desert turret section, and the Round 5 cliff section.

Bomb secondary shot
- A few stages ( such as Rounds 5/7) become relatively easier to handle since they are able to take out some bulkier ground enemies faster than other planes ( even compared to those with the same ground shot type).
- For some reason, the F-117A plane has a bomb shot that is significantly more powerful than other plane types with this secondary shot type.
- There can be a short delay to recharge the bomb, so make sure your positioning will allow you to take care of your specific enemy formations ( in your route).
- You might want to be a bit careful of enemy bullets blending slightly into your bomb explosions.

Homing secondary shot ( notes taken from my MRCA IDS clear)
-I wanted to grab a plane clear with a homing secondary shot ship, so I chose the MRCA IDS plane. This plane has a few advantages such as a decent main shot range (semi-auto) and pretty fast speed that allows you to cover the screen w/o much of an issue, which puts it as a solid choice above the other planes that have the homing missile secondary shot.

-The homing secondary shot took a bit of time to get used to. To use it, you need to be positioned at a somewhat moderate vertical distance & facing the enemy. At this time, a targeting reticle will appear on the enemy and allow you to fire homing missiles with button 2 on your control setup. The main issue I kept encountering with this plane was that the homing missile recharge time wasn't that quick, which forced me to rethink a number of ground enemy formations during the course of my run. I also needed to keep a decent autofire rate (20hz) for my main shot, & alternating with manual fire to take care of some pesky popcorn formations.

-Similar to my previous clear with the F-117A ship, many of my strategies prioritize survival over scoring, especially in later rounds. Rounds 1/2 aren't too bad, besides a few minor position changes towards the latter half of stage 1.
-On Round 3, you want to be especially careful during the hangar section ( where the tanks pop out) & the turret desert section as it is extremely easy to get overwhelmed if you aren't aggressive & take out as many ground targets as possible.
-On Round 4, be careful with the desert town/cliff section with the large amount of ground tanks.
-Round 5; I want to take care of the overhanging cliff turrets & ground-based tanks that do fire asap.
-Round 6; make sure you eliminate the dark blue twin shot tanks as soon as they appear.

-Round 7 is by far the hardest stage with this secondary shot type. The beginning section requires you to speedkill some ground targets with your shot, but it can be incredibly easy for things to snowball due to the missiles' recharge time. I get incredibly lucky on that beginning section & the one before the (2 twin shot tanks, big blue fighter plane + 2 green plane formation section) by waiting to find a path through the bullets ( optimally, I wouldn't need to do this if the secondary missiles killed some of the tank formations+ big turret).

-I also showcase a safe strategy for the ( 2 big turret, 2 twin shot tank & 3 gun battery section at the stage midpoint). The last really big issue is the section after the Aztec pattern, you need to speedkill the twin shot tanks, to give yourself enough time to destroy the single shot ground tanks & the missile launchers before you get boxed in from the left. I also get very lucky on this section, even though I would recommend being more aggressive earlier on in the section so you slip by and misdirect the tanks' shots from the left.

-I play Round 8 pretty safe, and its not too bad thanks to your main shot's power. You can utilize your ship's speed to selectively destroy some of the mid size planes & give you a clear route ( although you will lose out on some score. The last boss also doesn't take much time to go down due to your main shot's power & speed of the plane to misdirect the boss's aimed shots.

5. Video links

Vid replay aids:

All of my replay/strat vids: ... A743UXedSm
Replay/strat vids from other players: ... _XSlgP3jRu
Masa 2mil JA37 replay from nico: ( 4 parts, might mirror on yt soon)
Gamsic MRCA IDS replay (2 million):
Gamsic F117A replay (2million+) ... 7-A_203mil
STG Weekly on F/A- ( commentary is from sept.2018; contains f/a remix playlist if you're into that ost)
( more info to come in game layout for strats )

Last edited by maximo310 on Mon Dec 30, 2019 10:19 pm, edited 32 times in total.

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 Post subject: Re: ST: F/A ( Fighter & Attacker)
PostPosted: Thu Aug 23, 2018 4:38 pm 

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Joined: 02 Dec 2010
Posts: 3704
Wow. Yeah, there's a lot of secret treasure troves out there. Hopefully we can get them all before Yahoo finally pulls the plug.

Now I kinda wanna make a Gaplus ST...
In 1989,The Great Wall was discoverd
In 1990,The Picket Fence was also discoverd

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 Post subject: Re: ST: F/A ( Fighter & Attacker)
PostPosted: Sat Dec 28, 2019 9:55 am 

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Location: SoCal
Added my recent F117A and MRCA IDS ALL replays to this ST. I will comb YT/ for replay resources & make a playlist link for easy access, and throw in some additional tips where I feel it's needed in game layout.

Edit (2.0) (12.28.2019)- Complied my personal replays/strats, as well as other replays/strats from Youtube onto the vid links section. Added some personal notes that might help people who want to get into the game about shot types, final boss attack, etc.
- Still need to find out if I can get other replays uploaded on ( since a number of gamsic's replays on YT got copyright claims, since Victor Entertainment seemed to especially go after the usage of the stage 7 theme "Hellharmony" & outright block viewership earlier this year ( even if the vid/channel wasn't monetized in the first place).
Edit (2.0.1) (12.31.2019)- Added new bbcode to make it easier for the reader ( coloring/underling/ bigger bold size for different sections, more info in personal notes & proofreading some section to make terminology more consistent across the board)

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