imo, Hellfire (AC/1P) is significantly tough - not Gradius III's deluging nightmare, or R-Type II's fiendish puzzlebox, just notably unforgiving - but also very amenable to aggression. Your ship's max speed is lightning-quick, its max shot tears apart anything non-Fishhead, and the latter two shot types - green/vertical and blue/4way - are dominating even during improv, never mind learned play. The big danger is your massive hitbox, which is tricky not only vs Fishheads, but also the preceding stage's midbosses (similar concept; multiple chunky parts, all moving around and firing aimed shots), and during the last two stages' respective labyrinth and battleships; plus, really, anywhere zako are allowed to gather.professor ganson wrote: ↑Tue Jul 25, 2023 2:33 pm Yikes, those fishheads look like a problem. Nice solution in the video, Stephen. How far into the game before you hit this sort of roadblock? Seems pretty tough!
But those st3 bosses don't survive long, the stages are all very memo-friendly, and you learn to annihilate even the tiniest zako soon enough. Fishheads are the 1ALL's single highest difficulty spike by far, imo. Steven's speedkill tactic is invaluable, and a good reason to master the usual weapon-switch muscle memo! Anyone familiar with Garegga or Thunder Force, or non-STGs with similar one-button, one-way switches, like Saigo no Nindou, will recognise the process right away; I find it easiest to memo the # of taps between particularly useful shots, eg, Forward to 4way is "tap tap tap;" the inverse is "tap." Forward to Vertical is "tap tap," same to return.
(might just be a weird personal quirk, but even if a game allows backswitching - eg Shin Contra - I find myself sticking to just the "forward" switch; feels less complicated, and less liable to trip me up mid-run)
(my OFFICIAL arcade hori 1ALL rank ;3
1 - Weenie - MegaBlast
2 - Friendly - Thunder Cross
3 - Rugged - Metal Black
4 - Dangerous - R-Type II
5 - SADOMASO - Gradius III
I'd put Hellfire at 3.5)