It’s a great horizontal shooter featuring a heap of R-Type dodging and tight space maneuvering, and though my background in Japanese/post 1990 STGs is that of a newb, it also reminds me of Last Resort a good deal.
To the points of inquiry:
1) What are best practices or preferred approaches to using the cursor aimed cannon?
It’s a great implementation of a very cool idea (almost combining turret/rotational fire component like Commando machine gun or Ikari tank but not a power up/as it’s built in). It is very powerful and effective but in my early plays of this game I’m finding sometimes the cursor aimed cannon is best ignored and spend focus on maneuvering, firing and power up capturing.
2) How does the power up mechanic work with respect to pushing power ups to/past the right screen border/terminal?
It seems possible to push the power ups this way and get a change/alternative but I am unable of puzzling out the order. Is the change RNG?
3) Besides getting points for the smaller end of stage enemies, can bosses be milked?
It appears not but boss milking is also a new concept to me, so it takes a lot of trial and error to try to figure stuff like this out w/ out watching expert videos/superplays.
It is likely folks can tell by some earlier posts I essentially lived in an STG bubble from about 1993 on; not sure why but until about 4 years ago I never sought strategy stuff for arcade shooting games in spite of running many searches for help with RPGs and other games.
The challenge of arcade shooting games has always been part puzzle and needing to attempt to figure as much out on my own; it’s much more fun to have my hat handed to me and keep at it than watch (too much of what others have figured out). Exceptions are limited to CAVE & 8ing/Raizing games as they just are so far beyond my capacity for juggling the learning and the playing/surviving simultaneously in an effective, expeditious manner.
Thank you very much for reading and considering my post!
EDIT 8ing
