The 1-5 midboss final and one of the 1-4 patterns are random as heck but they really shouldn't give you anything excessively hard that often to the point of it being an issue
The clones at the end of 1-5 are consistent, if anything it's the orange clones before them randomly going offscreen and taking ages to die sometimes but it's not really a killer part, you just lose some score if you fail to speedkill them
or even worse, missing the second extend due to the despawning glitch which will cost you a lot of score in ura
PROMETHEUS wrote:SPS could transform into a 90% ura access if he didn't mind the point loss for bombing once or twice (or maybe at least 60%)
I assume his ura rates are "only" 40% because of how ridiculously dangerous his routes are compared to most other players, if he scaled it down a bit he'd easily get around 90% or higher even without bombs
there's no way in hell a human could bomb on reflex when you're in enemies' faces all the time and rushing everywhere with the most common mistake being running into a bullet on accident
PROMETHEUS wrote:anyway I'm just saying less punishing would be better imo, there are two different loops, maybe allow even losing some a life or two for URA or something, so that a good player can nearly guarantee access and not just restart games repeatedly which is boring imo ; especially when you have some sorts of hard goals for 2nd loop, which are very improbable since it is very very hard that you will manage all you want to do, so you need to be able to access it at least you know what I mean? and allow yourself some mistakes without crippling completely your run
when you have hard goals for the 2nd loop you'd reset after a death anyways as the stage clear bonuses get doubled in ura and a single death in the 1st loop would cause you to lose a ton of score
omote requirements are fine, something like 2 misses/bombs combined for ura might be better but it wouldn't change a thing for high level play