GD: Ibara (PCB/Arcade mode PS2 only)
No problem ^_^
I'll have more time to play in the next month (no Uni, yay), so I'll be going in for an Ibara refresher course during the summer ^_-
I'd be interested in discussing possible improvements to this Kasumi strat. It's been bugging me for ages, just how do you get 4mil off her, without sending the rank through the roof?
I'll have more time to play in the next month (no Uni, yay), so I'll be going in for an Ibara refresher course during the summer ^_-
I'd be interested in discussing possible improvements to this Kasumi strat. It's been bugging me for ages, just how do you get 4mil off her, without sending the rank through the roof?
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cigsthecat
- Posts: 929
- Joined: Wed Jan 26, 2005 12:35 am
- Location: Burbank, CA
edit- just got 2 million from Kasumi! I will keep working on this.
The problem is, as you noted, that no medals are released if the missiles don't hit a hadou immediately. This makes it difficult to finish collecting from one side and still fire off a hadou on the other side of the screen. Figuring out the timing here may be the key.
I usually end up losing my medal chain performing this trick because it's tough to sneak in a death at the end for rank. The beginning of 4 can get really nasty if you aren't careful.
I wish I had capture ability so we could trade replays easily...
The problem is, as you noted, that no medals are released if the missiles don't hit a hadou immediately. This makes it difficult to finish collecting from one side and still fire off a hadou on the other side of the screen. Figuring out the timing here may be the key.
I usually end up losing my medal chain performing this trick because it's tough to sneak in a death at the end for rank. The beginning of 4 can get really nasty if you aren't careful.
I wish I had capture ability so we could trade replays easily...
Well, after practicing for a bit, it would seem that hadou placement is definitely the most important factor in getting the missiles to drop items. Too close to the edge of the screen, and they time out and don't drop items, too far into the screen and you risk destroying Kasumi too soon, or destroying one of the missile hatches.
Getting 2mil is very good, I can roughly get 1.8mil consistently depending on Kasumi's mood before the battle. It is definitely important to come into the fight with four full bombs and just over half extra, so you can get another full bomb to use when you suicide to drop rank.
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As for capturing, you can get a cheapy 30fps capture card from all sorts of makers - Hauppage, Brooktree, Trust etc - but if you want 60fps capture, you want an MJPEG card. I got my MJPEG a few years ago - a Pinnacle DC30 - for about £35 unboxed or so, from eBay, and before that, I had a DC10+ MJPEG card, both are great. The DC10+ is not WinXP compatible though, while the DC30 is.
The only issue after that is where to host your replays ^_-
Getting 2mil is very good, I can roughly get 1.8mil consistently depending on Kasumi's mood before the battle. It is definitely important to come into the fight with four full bombs and just over half extra, so you can get another full bomb to use when you suicide to drop rank.
---
As for capturing, you can get a cheapy 30fps capture card from all sorts of makers - Hauppage, Brooktree, Trust etc - but if you want 60fps capture, you want an MJPEG card. I got my MJPEG a few years ago - a Pinnacle DC30 - for about £35 unboxed or so, from eBay, and before that, I had a DC10+ MJPEG card, both are great. The DC10+ is not WinXP compatible though, while the DC30 is.
The only issue after that is where to host your replays ^_-
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cigsthecat
- Posts: 929
- Joined: Wed Jan 26, 2005 12:35 am
- Location: Burbank, CA
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cigsthecat
- Posts: 929
- Joined: Wed Jan 26, 2005 12:35 am
- Location: Burbank, CA
Yeah, I just mean using the hadou there at the clock. If you position/time it incorrectly the hadou will also strike the clock directly instead of going through it.
Even with a practice file with similar rank conditions I have never managed to pull off anywhere near the amount of popcorn enemies Archer gets.
Even with a practice file with similar rank conditions I have never managed to pull off anywhere near the amount of popcorn enemies Archer gets.
I don't think it has anything to do with rank (otherwise I would have been swamped at that point in Arrange Mode). The trick is to destroy the clock arms to force-spawn a ton of flying drones, then destroy them with hadou as usual to get an item shower. You must hit the clock with a hadou to force-spawn drones. You can use the aura flash from activating a hadou to do this purpose. Wow, some pretty funky secrets in Ibara.
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cigsthecat
- Posts: 929
- Joined: Wed Jan 26, 2005 12:35 am
- Location: Burbank, CA
Noticed some people are having difficulty fighting Shasta, so I quickly wrote this up.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
> BOSS STRATEGY - SHASTA <
Shasta is an interesting boss, as her attacks don't seem to be as vicious as the other bosses, but she makes it up by moving quickly and erratically. Her attacks are also selected at random. In order to safely defeat Shasta, you should have some basic knowledge of how she moves, and how to avoid her attacks.
--> Player: Icarus // Shasta, No Miss (XVID - 30MB)
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> BOSS STRATEGY - SHASTA <
Shasta is an interesting boss, as her attacks don't seem to be as vicious as the other bosses, but she makes it up by moving quickly and erratically. Her attacks are also selected at random. In order to safely defeat Shasta, you should have some basic knowledge of how she moves, and how to avoid her attacks.
--> Player: Icarus // Shasta, No Miss (XVID - 30MB)
- SHASTA'S SHIP LAYOUT:
First, we'll layout Shasta's ship so you can get an understanding of where her weapon systems are located.
- Wing Weapons:
Her wings are comprised of extending sections that will randomly reveal one of three basic weapons (covered below) at each section. Each wing holds a maximum of three basic weapons. - Tail Weapons:
The two tailfins each hold a different kind of tail turret. The three different tail turrets are covered in their appropriate section. - Flamethrower:
Located right in the middle of the tail is the flamer turret. It is easy to predict its activation as Shasta will always stop moving first, and it take about 3 seconds to sppear and aim itself. - Propellors:
The six propellors mounted on the wings are worth points if destroyed, and also act as secondary turrets during the second phase of her attack sequence.
- Wing Weapons:
- SHASTA'S WEAPONS:
Before we discuss Shasta's behaviours, it is important we get some knowledge of her various basic attacks. They are:
- Twin Missile:
This attack is exactly what is it, two long missiles fired straight down the screen. This attack is quite rapid, and at higher ranks there is very little room to maneuver through each group. The best way to avoid this attack is just to stay at the sides of the screen. - Purple Bullets:
This is a group of four tightly packed purple bullets fired down the screen. The speed isn't as rapid as her long missiles, therefore you can safely move through each salvo with little chance of getting hit. The main dangers come from her erratic movements with this kind of attack. - Sword Bombs:
Probably her most dangerous standard attack. While the bombs themselves are easy to dodge, it is when you destroy them that they become dangerous, as they explode into a shower of swords radiating outwards from the explosion location. The best way to dodge this attack is simply not to fire at them. Experts however will milk this attack as each destroyed sword bomb is worth 5,000pts. - Red Flamethrower:
This flamethrower is easy to predict. When she stops moving, you hear a high pitched sound effect, and you see a large turret appear from her tail, it usually signals her flamer spread attack. The red variant is easy to avoid, as the central flame stream is always aimed in your direction. Lure it to fire, and then sidestep into space to dodge it. - Blue Flamethrower:
The blue variant is more dangerous. While it basically functions the same as the red flamethrower initally, it also tracks your movements as it fires. The best way to dodge it is the same as the red flamer variant: lure it to aim at your spot, sidestep into space to dodge it initially, then keep tapping in your current direction to continue to dodge it.
There are specialist weapons during her second phase that will be covered in that section.
- Twin Missile:
- ATTACK PHASES:
Shasta, like the Black Hearts of Battle Garegga, has three 'attack phases' that are easy to learn, and by understanding what she does during these attack phases, we can aim to maximise safety.
- FIRST PHASE:
Her first phase is quite simple. She will move (erratically) around the top of the screen, firing two of her wing weapons - Twin Missile, Purple Bullets and Sword Bombs - selected at random. The placement of these wing weapons will always be in random spots on her wings, but they will always be confined to one per wing.
She will always follow the pattern:
During this phase, your aim should be to destroy as many of her propellors as possible. She will repeat the above pattern up to four times before changing to her second cycle, and will only switch to the second phase when she has repeated the above cycle four times, or if you damage her enough. You can tell when she changes her attack cycle when she tries to crush you underneath her ship, by moving all the way to the bottom of the screen (firing a blue spread up the screen).Code: Select all
(attack with wing weapons) > (switch to two different wing weapons) > (stop to use red flamethrower) > repeat from beginning
- SECOND PHASE:
In this phase, she will attack with her tail turrets and propellors. Her different tail turrets are:
- Rotating Twinbullet Turret:
An exceptionally annoying kind of attack, this turret will fire two sets of double bullets out from opposing sides while rotating madly. While it isn't too difficult to handle on its own, when both turrets are doing it, things can get hairy. - Aimed Twinbullet Turret:
A simpler kind of turret, this will fire a set of double bullets at you periodically. - Aimed Stream Turret:
This turret will fire a stream of four or five bullets in your direction. Again, easy to handle.
Her propellors will randomly activate as well, and will fire a flat cluster of blue bullets at you. You can dodge them safely, and you should aim to destroy the remaining propellors as well.
She follows the same pattern as her first phase, namely:
This cycle ends the same way as the first, when she tries to crush you at the bottom of the screen by moving all the way to the bottom. Aim to do as much damage as you can during this phase.Code: Select all
(attack with tail weapons and propellors) > (switch to two different tail weapons and propellors) > (stop to use red flamethrower) > repeat from beginning
- Rotating Twinbullet Turret:
- THIRD PHASE:
Her third phase is every similar to the first attack phase, namely she will attack with wing weapons, then use the flamer turret. However, the main difference is that she will attack up up to four wing weapons during this phase, all randomly selected, and she will move faster and even more erratically than before. She will also use the blue flamethrower in this phase instead of the red variant, so extra dodging is required.
Her other difference is that she will try to crush you more often, and instead of moving straight down the screen, she will move towards your position. Shasta will do this twice before moving back up to the top of the screen to resume her attack cycle.
There are two ways to dodge her crush attack:
1) Lure her to move towards the corner of the screen, then quickly move to the other side, up and over her, dodging through the blue bullet spread,
2) Lure her to move towards you in the corner, then move a small distance along the bottom and stop. When she comes towards you again, move out the way. She will stop at your last location, then move back up to the top of the screen.
Her pattern is:
Keep attacking and you should destroy her no problem.Code: Select all
(attack with up to four wing weapons) > (switch to up to four different wing weapons) > (stop to use blue flamethrower) > (crush attack) > repeat from beginning
- FIRST PHASE:
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cigsthecat
- Posts: 929
- Joined: Wed Jan 26, 2005 12:35 am
- Location: Burbank, CA
Nice strategy Icarus.
A few tips:
Take out the propellers asap. If they are still alive while the two tail turrets start firing it can be a real mess. Unfortunately if it's flying too high they'll be invincible at the top of the screen- depending on what it decides to do you may not be able to get them all early on. Usually you can get them during the first phase though.
When the tail turrets are firing the radial spread I find it easiest to dodge using a "typewriter" motion- that is, for example moving right, then quickly left through the bullets, repeat. Like you were manually operating an old typewriter.
Finally, for the third phase don't be afraid to stop firing if need be to avoid destroying the white bombs that explode into a bunch of swords. Often there will be so much going on that you need to just dodge and wait for a bit until an easier attack wave comes up.
If you have three hadous here and no lives, consider using 1 hadou to finish it off. You'll need 2 hadous for the start of Stage 5. If you have a life to spare try to save the bomb and die. Your rank will be much better starting 5 as well.
A few tips:
Take out the propellers asap. If they are still alive while the two tail turrets start firing it can be a real mess. Unfortunately if it's flying too high they'll be invincible at the top of the screen- depending on what it decides to do you may not be able to get them all early on. Usually you can get them during the first phase though.
When the tail turrets are firing the radial spread I find it easiest to dodge using a "typewriter" motion- that is, for example moving right, then quickly left through the bullets, repeat. Like you were manually operating an old typewriter.
Finally, for the third phase don't be afraid to stop firing if need be to avoid destroying the white bombs that explode into a bunch of swords. Often there will be so much going on that you need to just dodge and wait for a bit until an easier attack wave comes up.
If you have three hadous here and no lives, consider using 1 hadou to finish it off. You'll need 2 hadous for the start of Stage 5. If you have a life to spare try to save the bomb and die. Your rank will be much better starting 5 as well.
Thanks Icarus even if i dont reach this boss now
I have a question about the third big tank in stage 2. ACR destroy him with only one bomb in stock? In my game the tank stay alive , run forward and destroy a bonus tower...
What's your scores at the end of stage 2?
thanks and sorry for my poor english
I have a question about the third big tank in stage 2. ACR destroy him with only one bomb in stock? In my game the tank stay alive , run forward and destroy a bonus tower...
What's your scores at the end of stage 2?
thanks and sorry for my poor english
I assume you know about the invincibility flash when you bomb right? We call it the 'aura flash' here, and it is key to destroying the tank. The trick is to position yourself right on top of the turret, and both fire and bomb to quickly destroy it. Both your shots and the flash from the bomb should be enough to destroy the tank.Radegou wrote:I have a question about the third big tank in stage 2. ACR destroy him with only one bomb in stock? In my game the tank stay alive , run forward and destroy a bonus tower...
It can be done, as I do it myself. Although I find it easier to suicide on one of the turrets before and use a half-bomb instead.
--> Player: Icarus // Stage 2, Third Large Tank (XVID - 1.5MB)
Be careful of the flamethrowers, try to lure them to fire away frm the large tank, or you'll get killed before you can attack.
Usually between 4.3 - 4.6mil, depending on how well I do in the stage.Radegou wrote:What's your scores at the end of stage 2?
Don't worry about it, its good to see you on the boards. ^_^Radegou wrote:thanks and sorry for my poor english
I understand, i only knew the aura flash when you get weapon/power up.^^I assume you know about the invincibility flash when you bomb right? We call it the 'aura flash' here, and it is key to destroying the tank. The trick is to position yourself right on top of the turret, and both fire and bomb to quickly destroy it. Both your shots and the flash from the bomb should be enough to destroy the tank.
I'll try this, hope i could destroy Gloire de midi if i reach 4 million, thanks again
I'll be putting up a Midi strategy in the next couple of hours. Until then, good luck. ^_^
Here's a replay to tide you over.
--> Player: Icarus // Midi, No Miss (XVID - 1.5MB)
Here's a replay to tide you over.
--> Player: Icarus // Midi, No Miss (XVID - 1.5MB)
Yeah, that's pretty much how I try to do it for Midi's first couple of forms, but my dodging skills suck so I usually need a Hadou for her second form or final patterns. It seemed like you were giving yourself an unnecessarily hard time when it came to the flamethrower form though. It's easier just to stay outside the flamethrowers when they activate and quickly move to the upper corner of the screen to avoid the blue bullet spread altogether. Was there some reason why you were weaving through the blue bullets instead?Icarus wrote:Player: Icarus // Midi, No Miss (XVID - 1.5MB)
For the fun of it. ^_-Daigohji wrote:Was there some reason why you were weaving through the blue bullets instead?
Dunno, I find it easy to dodge through the pattern, since the pattern itself is easy to predict - it is always aimed at you, so if you make only tiny movements, you can create a big enough gap to nip through. This way I can always stay right under a flamethrower and apply sustained damage.
During that battle (in the replay) though, I was forced to dodge through the pattern during the initial stages of Midi's third form as the two flamers were firing in a stuttered pattern, making it hard for me to get out to the side of the screen.
Cigs, Plasmo, or anyone else, here's an interesting question for you.
What causes the three large tanks in stage5 to spray out 10 Medals in a similar fashion to the Medal refineries in stage2? Occasionally they do it (and sometimes screw up my Medalling in the process), occasionally they don't.
EDIT: Here's an example.
--> Player: Icarus // Stage 5, Three Large Tanks, Medal Spray (XVID - 1.5MB)
What causes the three large tanks in stage5 to spray out 10 Medals in a similar fashion to the Medal refineries in stage2? Occasionally they do it (and sometimes screw up my Medalling in the process), occasionally they don't.
EDIT: Here's an example.
--> Player: Icarus // Stage 5, Three Large Tanks, Medal Spray (XVID - 1.5MB)
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cigsthecat
- Posts: 929
- Joined: Wed Jan 26, 2005 12:35 am
- Location: Burbank, CA
I remember having this happen as well.
Just now I played Stage 5 several times, and if you aren't on top of the tanks they will spew medals every time. I tried the 2 hadou at once trick on the first tank in stage 2 and no medal explosion. So, this is just an added treat for us in stage 5.
The points awarded when you sit on the tanks support this- about 150k per tank (100k for the medals popping out, 40k for the 4 on the floor + a little extra.
Just have to stay on top of them!
Just now I played Stage 5 several times, and if you aren't on top of the tanks they will spew medals every time. I tried the 2 hadou at once trick on the first tank in stage 2 and no medal explosion. So, this is just an added treat for us in stage 5.
The points awarded when you sit on the tanks support this- about 150k per tank (100k for the medals popping out, 40k for the 4 on the floor + a little extra.
Just have to stay on top of them!
Hmmm, nice one. It's annoying when you're trying to make sure nothing snipes you and Medals go all over the place. All I have to do is make sure I drop the hadous in a nice place to get all three (didn't quite place them in the right spot in that replay).
I estimated that there's about 2.5mil for the whole stage - about 1.5mil from the fountain if done correctly, plus assorted 1mil from stage and boss, which makes stage5 quite a juicy stage. Just need to tie it all together now. ^_^
EDIT: BTW, what's your stage scoring spread like? I'm looking at (estimated):
stage1 - 2.1mil
stage2 - 2.9mil (5mil)
stage3 - 2.5mil (7.5mil) <-- dependant on hadou trick against Kasumi
stage4 - 1.5mil? (9mil) <-- not entirely certain on this yet
stage5 - 2.5mil (11.5mil)
stage6 - 2.5mil (14mil) <-- dependant on hadou trick against Teresa, and I have an idea how to influence it
I'm going to bump up a few stage replays soon, and the Midi guide. Might as well start building some kind of an ST guide from here.
I estimated that there's about 2.5mil for the whole stage - about 1.5mil from the fountain if done correctly, plus assorted 1mil from stage and boss, which makes stage5 quite a juicy stage. Just need to tie it all together now. ^_^
EDIT: BTW, what's your stage scoring spread like? I'm looking at (estimated):
stage1 - 2.1mil
stage2 - 2.9mil (5mil)
stage3 - 2.5mil (7.5mil) <-- dependant on hadou trick against Kasumi
stage4 - 1.5mil? (9mil) <-- not entirely certain on this yet
stage5 - 2.5mil (11.5mil)
stage6 - 2.5mil (14mil) <-- dependant on hadou trick against Teresa, and I have an idea how to influence it
I'm going to bump up a few stage replays soon, and the Midi guide. Might as well start building some kind of an ST guide from here.
btw this annoying tank spew out medal behaviour happens to me in stage 6 sometimes! and it can also happen in stage 2.i have no clue what influences this...
my score is something like this:
stage 1: 2mill
stage 2: 4,7-4,8mill
stage 3: 6,1mill
stage 4: 8mill
stage 5: 10,8mill
stage 6: 13mill
so only 13mill is my theoretical max i dont think im ever going to achieve that
my score is something like this:
stage 1: 2mill
stage 2: 4,7-4,8mill
stage 3: 6,1mill
stage 4: 8mill
stage 5: 10,8mill
stage 6: 13mill
so only 13mill is my theoretical max i dont think im ever going to achieve that
Hmm... I quickly translated KMT's stage guides for 5 and 6 (couldn't find anything for stage2), and this is what I found relating to the Medal spew:Plasmo wrote:btw this annoying tank spew out medal behaviour happens to me in stage 6 sometimes! and it can also happen in stage 2.i have no clue what influences this...
KMT's Stage 5 guide wrote:The big income place of 5 aspects is 3 connected large-sized tanks and decoration [zakoratsushiyu] zone.
As for the large-sized tank here when when the movement has stopped, it strikes to the large-sized tank of rear,
The decoration ×10 erupting, it is wrecked.
The latter half, thinking of the thing of 6 aspects, also you adjust ranking.
The Medal spew is related to the destruction of the four wheels on both the three large tanks in stage5, and the long rectangular tanks in stage6. The tanks have to have all their artillery destroyed, all four wheels destroyed and be in a stationary position. I can't determine from KMT's guide whether or not the Medal spew is completely random (which in my experience it seems to be), or if there is some other trigger besides the above.KMT's Stage 6 guide wrote:Next is large-sized tank zone.
After those of 5 aspects similarly, the wheel four destroying this large-sized tank, when it destroys the substance, the large bomb,
Stopping the movement, when it strikes, gushes the decoration ×10…, clearly saying
With high ranking aiming, because [ru] room completely it is not, it probably will destroy normally.
In addition, after destroying this large-sized tank vaguely, when it lets escape outside the picture, the decoration appears outside the picture
Being like it does, the decoration being indisputable, because it means to fall, when it lets escape,
You will shoot will try not to be packed unskillfully and.
I'll take a look in Arcadia to see if there's anything related to it.
EDIT: Thanks for your stage score spread, Plasmo. I need to put in a decent shift before I can properly estimate what my max will be, but it looks as if we're somewhat even. I think we all have a good chance to try and improve, since the actual max is well over the 30mil mark. -_-;;
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cigsthecat
- Posts: 929
- Joined: Wed Jan 26, 2005 12:35 am
- Location: Burbank, CA
stage1 - 2.1 (2.26 best)
stage2 - 5 (5.2 best)
stage3 - 6.5-6.8 (7.8 best)
stage4 - 9-9.5
stage5 - C-C.7
stage6 - Hopeful E-F.5 score
Currently I'm aiming for a conservative 6.5-6.8 after the stage 3 boss, I'm too inconsistent when I go for broke. Right now I'd rather save some hadous for guaranteed points in 4.
stage2 - 5 (5.2 best)
stage3 - 6.5-6.8 (7.8 best)
stage4 - 9-9.5
stage5 - C-C.7
stage6 - Hopeful E-F.5 score
Currently I'm aiming for a conservative 6.5-6.8 after the stage 3 boss, I'm too inconsistent when I go for broke. Right now I'd rather save some hadous for guaranteed points in 4.
> BOSS STRATEGY - MIDI <
Midi is the first big test of a player's skills, as she has four different forms that need different playstyles to handle, and her attacks are varied and often of a trapping style. With a bit of practice and some foreknowledge of her attacks, she can be handled comfortably.
--> Player: Icarus // Midi, No Miss (XVID - 20MB)
I will split up Midi's strategy into four different sections, each one dedicated to each of her different forms, with information on how to safely handle each form, as well as point information for those wishing to maximise their score from her.
Midi is the first big test of a player's skills, as she has four different forms that need different playstyles to handle, and her attacks are varied and often of a trapping style. With a bit of practice and some foreknowledge of her attacks, she can be handled comfortably.
--> Player: Icarus // Midi, No Miss (XVID - 20MB)
I will split up Midi's strategy into four different sections, each one dedicated to each of her different forms, with information on how to safely handle each form, as well as point information for those wishing to maximise their score from her.
- PHASE ONE:
Her first phase is essentially a large flying turret, with one of the more difficult patterns to dodge in the game.
Since the turret itself takes a few seconds to appear, you can stay underneath it and deal a lot of damage before it has a chance to attack. Once it starts to fire, you must get above it, as it's primary attack is a very wide spread of needle bullets, and a large sword bullet from its main turret, all aimed at your position.
While her actual movements are all determined at random (and thus cannot be easily influenced), her aiming method is very easy to predict. First, imagine there is an invisible horizontal line tracing through the very center of the flying turret, like so:
Now, whenever you are underneath this horizontal line, the turret will always try to rotate itself to always aim in your direction. However, when you are above the horizontal line, the turret will try to rotate to aim at you, but is unable to rotate higher than the horizontal line. You can use this fact to always create a safe area for yourself, by staying above it while you try to look for an opening in its attack cycle.
During this phase, you should aim to destroy the bayonet on the front of the turret using your Shot for 30,000pts, and to destroy her quickly before she times out. - PHASE TWO:
The second form is also a flying craft with a more dangerous range of attacks. Since this form is also flying, it also has erratic movements, making it a lot harder to predict.
Your primary aim is to destroy the two sets of front spikes that have two turrets each attached to them. These must be destroyed as quickly as you can manage, as these turrets in question will fire streams of slow-moving aimed bullets at you which, if not properly managed, can trap you in a corner, leading to a death. The easiest way to do this is to stay directly underneath the flying ship, a little to the side so you can stay clear of the large sword bullet fired directly downward, and tap to dodge as you fire. If you make large sweeping movements, so will the bullet streams. If you can fix your rear Option in place, then lock it so it fires at a shallow angle towards the flying ship, and you should do a bit of extra damage as you dodge.
Once you manage to destroy one side, quickly nip across to the other side and repeat, taking care not to bump into anything.
Once you have destroyed both front spikes, try to take out the retracting turret mounted on the front (the one that fires the sword bullets), it should be easy to do so now that you have only the wide spread to deal with.
After the retracting turret is destroyed, you can either concentrating on destroying the flying ship outright, or you can try to take out the two back propellors for added points. These two propellors will fire a wide sweep of needle bullets once the front spike on that side is destroyed:
If you manage to destroy a propellor, it will switch to a wide spread of small blue bullets instead, which is harder to dodge.
- PHASE THREE:
This phase is a lot more straight-forward than the previous two, as the boss form is a ground based one, meaning no erratic movements. You still have to watch your own movements, however, as all of Midi's attacks (save for the flamethrowers) are aimed at your position, so you have to be careful not to trap yourself.
Firstly, you will want to try and destroy the two flamethrowers on each side. They are easy to predict, as there will always be a tone/soundeffect sounding before they activate, plus you can see then unfolding before they fire.
The flame streams themselves always fire straight down the screen (and off the bottom, so there is no chance of you nipping underneath a flame stream), however the flamethrower will also fire an additional spread in your direction. This spread is always aimed, and if you make large sweeping movements, you can end up with a trapping attack with no holes to move through.
The best way to dodge the spread attack is just to sit in position until it has finished firing - it will always fire four sets of spreads - and then tap dodge into a hole. The less movements you make, the larger the gaps you can create. For those uncomfortable with tap-dodging through the pattern, you can lure the pattern to fire off the side of the screen, or off the bottom, and move up and around to the top of the screen.
After you have destroyed the two flamethrowers (you can collect them if you wish, but be mindful of their effect on rank), you can opt to destroy the two side boxes mounted on the back of the tank to get Napalm weapons. To do this just use your Options to damage them, taking care to dodge the bullets from the two small turrets mounted on the front.
Once done, you can also opt to destroy the two small turrets on the front of the tank, to trigger the triangle spread attack.
To destroy the small turrets, use Option fire to damage them, taking care not to do too much damage to the body. Since the turrets will fire at set intervals which are easy to predict, use this to time your attacks. Take care, though, as once one of the turrets are destroyed, the box turrets on the tank's back will start to fire the triangle attack. This attack is always aimed at you, and covers a very large area, so if you aren't comfortable with dodging it, don't try to trigger it. - PHASE FOUR:
The final form is tricky to handle, as its main attack covers the width of the screen, and is aimed in your direction. Add to that a slow-moving, intermittent needle spread and a single, regularly fired sword bullet travelling down the screen, and you have a lot to handle. The pattern can be passed safely though, as long as you make small tapping movements.
The best way to approach this pattern is to trigger the fourth form when the tank starts to move across to the other side of the screen. From here, start on the edge furthest from the travelling direction - if the tank is about to move left, start attack from the right edge away from the wheels and vice versa - and tap to dodge the spread pattern, following the tank as it moves across the screen. This way, you can keep attacking the main body and not the wheels, as destroying one or more of the wheels will cause the tank to stop moving altogether, often trapping you as it travels off the bottom of the screen.
Once the main initial spread attack has finished firing, the front guard will lift up and fire a spread pattern consisting of a large clump of bullets with a few strays out in a pseudo-threeway pattern. Again, make only small tapping dodges to pass the pattern, and keep attacking the main body.
If you still haven't destroyed the tank at this point, it will fire a combination of the initial spread and the pseudo-threeway. Keep attacking, or use a standard bomb to damage the main body, and you should defeat Midi before anything serious happens.
Just a couple of quick stage replays (again):
--> Player: Icarus // Stage 1, 2.32mil (XVID - 38MB)
--> Player: Icarus // Stage 2, 3.06mil (XVID - 43MB)
New records. Once I get that stage3 3mil run captured again, I'll pop it up here.
--> Player: Icarus // Stage 1, 2.32mil (XVID - 38MB)
--> Player: Icarus // Stage 2, 3.06mil (XVID - 43MB)
New records. Once I get that stage3 3mil run captured again, I'll pop it up here.