freddiebamboo wrote:Use a bomb on the stage 2 boss' green final attack - its annoying
Actually my only difficulty is both phases of the right turret's patterns. That just gave me an idea: maybe destroying the right turret first will be easier.
Mostly my problem is that every run
something inevitably goes wrong. If i'm not fucking up somewhere random in stage 2, i'm getting a boneheaded death in stage 1. And if by miracle i do make stage 3, it isn't long before i get nervous and spam bombs instead of trying to learn it. I'm actually more relaxed once i've run out of bombs.
freddiebamboo wrote:Have you watched a replay at superplay?
Nah, if i study superplays/etc i start to hate the given game and get bored of it, forcing me to take a long break until i forget what i saw. I'm an exploring-type player so i don't get any satisfaction from following in other people's footsteps. Tho keep in mind i've only been heavy into shmups for 4 months, i'm just starting on classics that y'all have played for years. I may find superplays less irritating when my shmup career is much further along.
BTW i use Lock, since it's easier to focus on both scoring and surviving. I want to at least reach stage 3 easily before i mess with my ship type setup.
Edit: Yup, killing the right turret first is much easier, i can nomiss 1bomb him now, soon to be nomiss nobomb.

I still fail miserably throughout stage 2 tho.
