Bio-ship Paladin questions seeking help please

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Fingolfin
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Joined: Thu May 20, 2021 11:03 pm
Location: Fort Collins, CO

Bio-ship Paladin questions seeking help please

Post by Fingolfin »

I am rapt/wrapt with the good Bio-ship Paladin!

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 :D
Last edited by Fingolfin on Sun Aug 22, 2021 1:22 am, edited 1 time in total.
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Jeneki
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Re: Bio-ship Paladin questions seeking help please

Post by Jeneki »

From what I've seen so far, the curser has two uses: Hitting things outside my fire-arc, and deleting enemy bullets. The ship's hitbox can be a bit wonky at times, so in some tighter situations it might be safer to get rid of bullets than to dodge. I tend to keep the curser close for this reason, unless I need to hit something far out.

One other thing to watch for is enemy blind spots. On the bigger enemies, look around the screen and see if there's a place they can't hit. Move to that location, and curser-shot away.



Bio-Ship Paladin: The only game with the guts to ask you A/S/L.
Typos caused by cat on keyboard.
Fingolfin
Posts: 173
Joined: Thu May 20, 2021 11:03 pm
Location: Fort Collins, CO

Re: Bio-ship Paladin questions seeking help please

Post by Fingolfin »

Thank you very much for your help Jeneki!

Doing okay for number of runs so far and my spaz n accident prone motor skills.
4th Round is a stumper!!

Gotta keep working at Bio-ship cursor aiming and chipping away at better maneuvering.

As stated previously, really enjoying challenges and idiosyncrasies of Bio-ship Paladin!!

Realize now Missile Command should be my guide (vs Commando & Ikari analogy).

Happy Odin’s Day!
Happy Thor’s Day!
Fingolfin
Posts: 173
Joined: Thu May 20, 2021 11:03 pm
Location: Fort Collins, CO

Re: Bio-ship Paladin questions seeking help please

Post by Fingolfin »

Further play reveals

Cursor fire gets better and easier w/ practice (no shit, eh?) but does take a while getting used to: every so often it is very disorienting to switch between control of cursor fire and ship maneuvers.
Spoiler
Round 4 Boss is Jabba’s Barge!!
a questionable joke about Round 4 Boss

By pushing certain Blue L powerups that already begin moving right/towards right screen terminus, it is possible to alter from Blue L to Red A to Green S to green option/shield gizmo.

Fire must be directed through center of Blue L power up already moving rightwards.

Repeat for desired power up.

Seems collision and damage are fairly manageable and allow for Red A powerups hunting (or whatever you are lacking/seeking).

For a space Winnebago, she drives well.

SPACEBALLS! :mrgreen:

EDIT for a couple of clarifications
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BIL
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Re: Bio-ship Paladin questions seeking help please

Post by BIL »

Might be of some help - recommended autofire setup and other tips, from TZW_Guile. :smile: I'm in a rush, but Yandex's OCR translator handles images pretty well.
Fingolfin
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Joined: Thu May 20, 2021 11:03 pm
Location: Fort Collins, CO

Re: Bio-ship Paladin questions seeking help please

Post by Fingolfin »

Thanks much BIL, for the auto fire config and OCR recs!

I believe I understand as is and will modify for a few runs. :mrgreen:

The setup there looks great!
One thing I’m still playing w/ is what’s best for aiming/firing cursor cannon and switching between right ring finger and pinky shooting.


The tunes aren’t exactly riveting / toe tapping / humming along but are serviceable enough and the gameplay of Bio-ship keeps me coming back: according to Prometheus et al recs for improving, I have narrowed my current play list to just a few horizontal and a few vertical STGs (vs trying to play close to 60 or so in loose rotations), at least for now!
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