Updates (15.09.10:
- Many thanks to the tireless croikle for finally locating the rank value for MAME, and providing a quick set of important rank modifiers for the ST thread. At some point in the near future, I may expand the Bakraid ST into a full-size ST guide (Garegga/Batrider size) to flesh out the data and provide more strategies, but for now, please continue to utilise this thread. ^_-
The scoring system in Bakraid is very complex and multi-layered, and takes a lot of practice to exploit to it's full potential. It involves exploiting a medalling system and a more complex multiplier system in order to produce massive point hoards from seemingly short stages, and in order to push your scores to higher levels, it is neccessary to see what each part of the scoring system consists of. Therefore, the Gameplay Analysis was born.
First things first, a couple of replays. They're recent as of April 2015, currently up on YT, as will be expanded as time goes on.
Playlist: https://www.youtube.com/playlist?list=P ... xdQFfoBr8g
If anyone would like to contribute notes, theories or stage/boss strats to this guide, please feel free to do so, and I'll make sure to incorporate it into the mini-guide. Credit where credit's due.
So anyway, lets get to it!
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> MEDAL SYSTEM: <
At it's most basic form, the medalling system is similar to the medal systems in Garegga and Batrider, in that you release medals from enemies that increase in value for each successive medal you collect, and these medals will reset back to lowest value if any of them are missed.
- BASICS:
The medals start at 100pts per, and will steadily increase in value until they max out at 10,000pts per. Unlike Brave Blade where you have the ability to jump the medal values up, you must work through the medal order before you get to max value. This small chart from R8zing illustrates the medals and their respective values:
Please remember that they will only go up in value if you pick up all that is on-screen before you release any more, and the value of the next medal to be released is relative to the LAST medal you collected. For example, if there is a 500pt medal, a 600pt medal and a 700pt medal on screen, you want to collect them in the order (500pt)-(600pt)-(700pt), so the next medal to be released will be 800pts. If you pick up, say, (600pt)-(700pt)-(500pt), the next medal to be released will be a 600pt medal. The optimal strategy for medalling in the early stages of the game is to pick up and release medals one at a time.
And much like all of Raizing's shmups which feature a medal system of this kind (excluding Great Mahou and it's user controlled medal system) you can rescue your medal values if you accidentally miss one, by collecting the largest value medal that still on screen (if there are any) before you release any more medals. - SPECIAL MEDALS:
However, Raizing added a little extra to the medal system that is tied to the multiplier system. The medals actually max out at 100,000pts per medal, but you can only trigger the 100k medals when you have a multiplier active, and you can only continue to release 100k medals if you continue to keep a multiplier going. Once you lose a multiplier, your medals revert back to 10k pts medals.
> MULTIPLIER SYSTEM: <
Bakraid also features another scoring system that alters the amount of points gained from enemy destruction by modifying the base pointgain from enemy destruction with a specially acquired incremental multiplier. The multipler system is, in my view, the more important of the two scoring systems as it is the system that can contribute to almost 80% of your total score, and is centric to the release of the special 100k pt medals. However, the multiplier system is also the most difficult to get to grips with and exploit, as it requires a lot of pre-planning on the player's part with regards to stage and boss strategies in order to maximise potential point gains.
- BASICS:
The multiplier system in essence features an incremental multiplier that is gained by destroying LARGE enemies. You can continue to increment the multiplier up to a max of 64x, via this simple table (the number in brackets refers to the amount of large enemies destroyed to reach that multiplier stage):
- 2x (destroy 2)
- 4x (3)
- 8x (4)
- 16x (5)
- 32x (6)
- 64x (7 and more)
- MULTIPLIER TIMER:
Many thanks to Rastan78 for doing a bit of research on the multiplier timer that affects the scoring system. Copy-pasted right here:
- The first enemy you kill sets the timer up to 90 and then successive kills set it to 120. The difference is pretty small but worth noting that you have just a little less time to get to the x2 mult. It continually counts down (very rapidly) and only destroying another chainable enemy can reset the timer to the full 120 again.
- Dying will temporarily pause the timer at its current value. The timer will continue to count down the remainder immediately when a new player enters the bottom of the screen. In other words, there's no fixed amount of time left available when you come back. It varies according to the amount you had left when killed. Since your own explosion causes damage, this can sometimes reset it to 120 before you come back by killing an enemy.
- Bombing also pauses the timer but with a big catch. Bombing removes all remaining time from the chain timer regardless of the amount left. Even if you just killed something chainable, immediately launch a bomb and the counter is reduced to 1. Having a 1 on the clock is not 1 second, it's probably more like 1 hundredth.
What this means is that bombs will only extend your multiplier if you chain another enemy while the bomb is still active. That resets the timer and it will begin counting down from 120 as soon as the bomb is done burning. It also means that if you set off a bomb at any time and fail to destroy something chainable before its done, your multiplier WILL be gone. Small bombs consisting of only a few bombs fragments are really risky then when you're trying to maintain the multiplier.
- MULTIPLIER EXTENSION: CHAINING:
The most basic method is similar to chaining in Dodonpachi, in that you follow a route which distributes the large enemies in such a way that you can get up to maximum value.
To do this, you must observe how the enemies that will contribute to your multiplier are positioned on each stage, and time your attacks to link these enemies together. Using this method, you'll probably find yourself not shooting a lot in each stage, in order to leave certain enemies to the last second before attacking. This does make the stages a bit trickier to navigate, though, and it only gives you multipliers for as long as there are large enemies on screen. Since there are some stretches where no large enemies exist, you must look to the other methods to extend your chain. - MULTIPLIER EXTENSION: BOMBING:
You can also use up a bomb to extend your chain. By bombing, you essentially freeze the multiplier timer, giving you enough time to bump up your multiplier and giving you a few more seconds to play with. The amount to extra time you acquire is proportional to the strength of the bomb you release - a full bomb will give you around five seconds, while a single bomb bullet will give you a measly split second - so timing is everything when you release.
I'm also quite certain that the invincibility time during and after the bomb release contributes to the timer freeze. However, it would also seem that you get less points from enemies that are destroyed with a bomb, regardless of your multiplier status, so be careful where you drop that bomb. - MULTIPLIER EXTENSION: SUICIDING:
Believe it or not, suiciding also helps to freeze your multiplier timer. I believe that when it comes to bombing and suiciding, the invincibility time you have is the biggest indication of how much time you have left before your multiplier timer resets, so in effect, as soon as you regenerate from a death, you have a small window of opportunity to either increment your multiplier, or freeze the timer.
The biggest benefit from suiciding is that you are also given one full bomb and twenty small bomb bullets to use to extend your multiplier. However, unlike Garegga, where this bomb and a half would be added to the stock you were carrying upon death, in Bakraid your bomb count is reset back to this amount, so if you are carrying more than two bombs at any time, make sure you use them up before you suicide.
It is an important fact to note, that the current Japanese Bakraid record holder suicided over 50 times on Advanced Course to achieve the 125mil+ record score. So in theory, it is possible to keep a 64x multiplier throughout the duration of each stage, through use of all three chain extension methods. - POINTGAIN DIFFERENCES:
More research on scoring copy-pasted from Rastan78:
Like Icarus said above, killing enemies with a bomb (using the tickle laser I believe counts also as destroying with a bomb) is worth less points in a LOT of instances.
I found out that in character test mode you can see how many points gained by destroying each enemy with shot or bomb and also enemy HP. Basically, most of the large enemies and bosses that you can destroy with a high mult. to get millions are worth very little points when bombed. You've got to shoot them down to get huge scores. This is worth remembering even just playing for survival as you'll still lose points by taking out a boss with a bomb as the final hit.
That being said, there are some enemies where the opposite is true and bombing or tickle lasering is worth more, but the difference here is much smaller.
> RANK SYSTEM: <
- INFORMATION:
Rank system data from croikle! We finally have some hard numbers for Bakraid, and hopefully in the near future, we can find all of the relevant rank modifiers so we can understand the nature of the beast. For now, thanks to croikle, we've got data on the most important rank-related modifiers, that will affect your rank during play.
croikle wrote:Big news! I just found the rank address, so we can figure out what's going on in this beast. It's 3 bytes starting at 0x20F2E7 (or a double at 0x20F2E6), and behaves quite like Garegga and Batrider rank.
Here's a cheat to watch the value, in the modern cheat.xml format (I can make one for the old style if needed):
I'll update this with values as I discover them. From memory, death at 4 stock is minimal rank relief, death at 1 is major, and scratching bullets relieves rank too.Code: Select all
<cheat desc="Watch Game Rank"> <script state="run"> <output format="Rank : %x"> <argument>maincpu.pd@(20f2e6)</argument> </output> </script> </cheat>
Rank starts at 0xD90000 at the black screen before mode selection. Batrider methods for decreasing start rank don't affect this, nor do attract screen cycles. The value isn't different for the different modes. Rank doesn't seem to carry over between credits.
The minimum value is 0; no soft min like the others.
Rank decrease (value increase) at death:
4 stock: 0x040000
3 stock: 0x080000
2 stock: 0x100000
1 stock: 0x200000
0 stock: 0x400000 and gameover
Rank increase (value decrease) from extend at:
0 stock: 0x020000
1 stock: 0x040000
2 stock: 0x080000
3 stock: 0x100000
4 stock (surplus): 0x020000 (surprisingly small)
Dropping extends doesn't seem to affect anything.
There's a sizable increase from killing a chain-prolonging enemy at x64. Looks like 0x040000. Fixed 0x0a0000 for bosses, regardless of chain.
Chain rank increase (only for "large" = timer reset enemies):
Multiplier here is the value before the kill, will be +1 afterward. Not absolutely sure on these values.
x1: 0x001000
x2: 0x002000
x4: 0x004000
x8: 0x008000
x16: 0x010000
x32: 0x040000 (odd)
x64: 0x040000
Per-frame increase starts out at 3. Looks like it can be increased. Special power up seems to +2, though maybe Wide is only +1.
Each of the 3 types of powerups increase rank by 0x001000. (surplus too)
Medal increase:
100-900: 0x400
1000-9000: 0x800
10000: 0x1000
100000: 0x20000 (!?)
Bomb fragment: 0x800, even when filling to full bomb
Collecting full bomb: 0x10000
Bombing (full or partial): 0x8000
Graze: 0x200 rank decrease. Kinda randomly every few frames. (2 on, 2 off?) Applies for each bullet, so graze a swarm during a bomb for more.
> SCORING DEMONSTRATIONS: <
- AXEBEAK - 11.3mil:
For this scoring demonstration, I'll be walking you through my current technique for getting 11.3mil from the Forest stage and it's boss, Axebeak. I'll be using the Saber Tiger (Side) as my ship of choice, although you can adapt my techniques for any ship you choose.
- Since I'm using Saber Tiger, I've had to find a way to counteract the Side weapon, the homing missiles, in order to stop the main body of Axebeak being damaged too much, sending the boss into it's second form before I destroy all the major target points. In this case, I've neglected to pick up any Side powerups, instead relying on charge attack and Options to boost my firepower.
To start the battle, you'll want to weaken the six missile launchers located on Axebeak's wings. You can do this by using Shot, and the Options you have available set in the Front concentrated formation to avoid damaging the body too much.
- You will want to weaken the cockpit target a bit to give you a better chance of destroying it quickly, before Axebeak hides it at the top of the screen. I'm using Trace formation here, hiding in the top corner of the screen to attack the cockpit.
- You can either rely on the charge aura to destroy the missiles that are fired from the wing launchers, which is safer, or you can try this technique of using Trace formation, which gives you the advantage of attacking both sets of missiles at once. You have to watch the direction that Axebeak is drifting in, and head in the opposite direction. In this screenshot, Axebeak was drifting towards the left, so I sit on the right side of the screen, and set my Trace Options up to attack the missiles.
- After about five sets of wing missiles, the wing batteries on the back of Axebeak's wings will activate. This is when you want to stop firing, and prepare youself to attack the launchers and batteries for the 64x.
- Watch the direction that Axebeak is drifting in, and head to the opposite wing. In this case, Axebeak was drifting left, so I positioned myself near the right wing. Wait until the two cannons on Axebeak's main body have fired three times, as the wing batteries and the launchers will activate a second after. It is at the precise second that the wing weapons activate that you want to drop a bomb on top of the wing, and head to the other wing to destroy the launchers with Shot/aura. Timing is everything here, as if you're too slow, it throws off your timing for the next bit, and if you're too fast, you risk destroying the wing battery with the bomb blast.
- As soon as the first bomb has burned out, drop your half-bomb on top of the other wing, and quickly maneuver back to the other wing to destroy the wing battery with aura or Shot. Again, timing is everything - a second too slow and you miss your opportunity to destroy the wing battery, too fast and you destroy the other wing battery with the bomb blast. Your primary aim with using the bombs here is to weaken both batteries enough to destroy with Shot or aura, while giving yourself enough invincibility time to take out the target points.
After taking out this first wing battery, you will want to suicide to freeze your timer, and to set up for the next bit.
- Depending on where Axebeak is on screen and the direction it's flying in, you can do a number of different things here. You will want to drop a bomb out of the way of the boss to give you invincibility without damaging the boss. You might also want to take out the cockpit first before the wing battery if Axebeak looks like it's heading to the top of the screen. You could even use the full-bomb to give yourself the invincibility to take out one target, then drop the half-bomb for the invincibility to take out the other.
Whichever method you use is entirely up to you, but you will want to force Axebeak into it's second form and suicide to keep your multiplier.
- If you timed it correctly, you should be respawning while Axebeak is flying around in it's second form. Send a full-bomb straight up to the top of the screen, out of the way of the boss, and attack the rear turret located in the base of the boss for the last 64x target. Once you destroy it, use up your half-bomb on top of the boss, and destroy Axebeak for the 64x kill.
- Congratulations! You've scored over 11mil points on stage 1! With further milking, and possibly the 4x at the beginning of Forest, 11.5mil+ is attainable.
- Since I'm using Saber Tiger, I've had to find a way to counteract the Side weapon, the homing missiles, in order to stop the main body of Axebeak being damaged too much, sending the boss into it's second form before I destroy all the major target points. In this case, I've neglected to pick up any Side powerups, instead relying on charge attack and Options to boost my firepower.
> THINGS TO DO (in the near future): <
- develop chain routes through each stage
- develop working boss strategies which involve gaining a high multiplier and destroying a boss with multiplier active (hello, Cyclops).