I just got this for the Saturn...
I already had played it a few times on the Neo-Geo emulator, and I never got the hang of it..
I know you have to shoot enemies so their explosions hit other enemies, making chains..
But then how exactly this affects the other player? I see some stuff fly on their screen, but that stuff never seems to hard to dodge.
Then there are boss attacks and KO Chances which I just have no idea how to trigger. (I don't even know exactly what a 'KO Chane' does)
So.. any tips?
Twinkle Star Sprites
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Shatterhand
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BulletMagnet
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I think that "KO Chance" just alerts you that your opponent is within one hit of being defeated, though I might be wrong..."Boss Attacks" can be triggered either by creating a really large chain (i.e. destroying a lot of stuff with one shot) or using your charge shot when it's fully powered up.
Look up the review of this game on this site, I think it details exactly how to set off different types of attacks...
Look up the review of this game on this site, I think it details exactly how to set off different types of attacks...
the review has a few mistakes and omissions. The size of the fireball is determined by the size of the destroyed enemy it came from, and this relates to the size of its explosion, which is important for chains. Flames start at yellow, become blue and then green. One basic strategy is trying to avoid yellow or blue flames, but shooting only green ones, because only the green ones are reflected as special attacks. If you shoot yellow or blue flames back, you are giving your opponent ammunition to attack you with.
Another thing to look out for are LONG chains. Shooting all the time won´t help you win, you need to wait for a few enemies and flames to accumulate, destroy the weakest link (a red enemy) and watch the wave washing away your opponent. A long enough chain can even spawn a boss without charging your shot. If you spawn a boss while you are attacked by one, either by charge shot or with a large chain, the boss attacking you vanishes, you "reflect" the boss to attack your opponent. So if you see the other player is charging for a boss attack, it´s a good idea to start charging yourself. A fully charged gauge creates a signal, warning your opponent. Your charge shot has to hit an enemy, so sometimes you have to wait a few seconds after charging, during which time your opponent can prepare for the attack. You can suppress the warning sound by launching a bomb shortly before the gauge is filled. If your opponent sees your bomb, he will usually think you are panicking and don´t expect danger.
After a while, death appears as a character. Touching death, you die instantly no matter how many hearts you had left. At the beginning, death is weak, you can defeat him easily, but each time he returns, he becomes stronger and more resistant, at some point you will find you can´t destroy him anymore, and he comes after you. The way to defeat death at that point is catch him in a large chain. All those explosions do more splash damage than your weapon can afflict, killing death.
If you´re playing the game for score, you should know that those medals giving you either a bomb or 10 points, and those destroying enemy shields or giving you 10 points, raise in value each time you pick one up. So while it´s usually better to go for the bomb or the shield destruction, when playing for score it´s the other way around.
Another thing to look out for are LONG chains. Shooting all the time won´t help you win, you need to wait for a few enemies and flames to accumulate, destroy the weakest link (a red enemy) and watch the wave washing away your opponent. A long enough chain can even spawn a boss without charging your shot. If you spawn a boss while you are attacked by one, either by charge shot or with a large chain, the boss attacking you vanishes, you "reflect" the boss to attack your opponent. So if you see the other player is charging for a boss attack, it´s a good idea to start charging yourself. A fully charged gauge creates a signal, warning your opponent. Your charge shot has to hit an enemy, so sometimes you have to wait a few seconds after charging, during which time your opponent can prepare for the attack. You can suppress the warning sound by launching a bomb shortly before the gauge is filled. If your opponent sees your bomb, he will usually think you are panicking and don´t expect danger.
After a while, death appears as a character. Touching death, you die instantly no matter how many hearts you had left. At the beginning, death is weak, you can defeat him easily, but each time he returns, he becomes stronger and more resistant, at some point you will find you can´t destroy him anymore, and he comes after you. The way to defeat death at that point is catch him in a large chain. All those explosions do more splash damage than your weapon can afflict, killing death.
If you´re playing the game for score, you should know that those medals giving you either a bomb or 10 points, and those destroying enemy shields or giving you 10 points, raise in value each time you pick one up. So while it´s usually better to go for the bomb or the shield destruction, when playing for score it´s the other way around.
I'll add to what Raiden said.
The max value for the medals is 10,000 points.
Your charge guage begins at level 1 (at the beginning of a round, this is the farthest it can go). As you kill enemies, your charge meter increases in length. A level 2 charge will send out your sub weapon (the one that attacks your opponent), and as described above, a level 3 charge will send a boss.
The max value for the medals is 10,000 points.
Your charge guage begins at level 1 (at the beginning of a round, this is the farthest it can go). As you kill enemies, your charge meter increases in length. A level 2 charge will send out your sub weapon (the one that attacks your opponent), and as described above, a level 3 charge will send a boss.
I'm an expert at Twinkle Star Sprites (it is my favourite shmup of all time and I have logged hundreds of hours into it) so I'm very familiar with the way it works.
The way to send a fireball attack to your opponent is to make a chain of 4 or more explosions. The higher the number of explosions, the more fireballs you will send.
If you are player 1, your fireballs will be yellow - if you are player two, they will be purple. These fireballs are considered normal attacks.
You can shoot or chain fireballs to reverse them and send them back to your opponent. These are considered reverse attacks. These reversed fireballs generally move a bit quicker, and they flash between your normal fireball color and green so you can spot them very easily.
Shooting a reversed fireball will convert it into an extra attack which is different for every character. Ran uses exploding rabbits, Yan Yan uses flying pigs, etc. These extra attacks cannot be shot down and must be avoided.
Boss attacks are a bit trickier, as you have to have an explosion catch three reversed fireballs, as opposed to the normal ones. Boss attacks can be shot or bombed, though they take quite a few hits. Only one boss can exist at a time, so the best way to counter a boss is to launch one of your own if you can. This will instantly destroy your opponent's boss as well as set one of your own against him!
As mentioned in previous posts, Extra and Boss attacks can also be launched by charging your meter to level 2 or level 3.
Every now and then a moon sphere will appear as part of a formation - it is invulnerable to shots, so you have to bomb or chain it to activate. This will make it so every golem (regular enemy) you destroy in a chain will let loose a fireball. All fireballs unleased this way flash too, so you might confuse them with reversed fireballs. They do not flash green though, so you can tell the difference. If both players have the moon sphere active at the same time, things can get very hectic - boss attacks and counter boss attacks are quite common due to the sheer number of fireballs in play.
Let's see, did I miss anything that hasn't been covered?
The way to send a fireball attack to your opponent is to make a chain of 4 or more explosions. The higher the number of explosions, the more fireballs you will send.
If you are player 1, your fireballs will be yellow - if you are player two, they will be purple. These fireballs are considered normal attacks.
You can shoot or chain fireballs to reverse them and send them back to your opponent. These are considered reverse attacks. These reversed fireballs generally move a bit quicker, and they flash between your normal fireball color and green so you can spot them very easily.
Shooting a reversed fireball will convert it into an extra attack which is different for every character. Ran uses exploding rabbits, Yan Yan uses flying pigs, etc. These extra attacks cannot be shot down and must be avoided.
Boss attacks are a bit trickier, as you have to have an explosion catch three reversed fireballs, as opposed to the normal ones. Boss attacks can be shot or bombed, though they take quite a few hits. Only one boss can exist at a time, so the best way to counter a boss is to launch one of your own if you can. This will instantly destroy your opponent's boss as well as set one of your own against him!
As mentioned in previous posts, Extra and Boss attacks can also be launched by charging your meter to level 2 or level 3.
Every now and then a moon sphere will appear as part of a formation - it is invulnerable to shots, so you have to bomb or chain it to activate. This will make it so every golem (regular enemy) you destroy in a chain will let loose a fireball. All fireballs unleased this way flash too, so you might confuse them with reversed fireballs. They do not flash green though, so you can tell the difference. If both players have the moon sphere active at the same time, things can get very hectic - boss attacks and counter boss attacks are quite common due to the sheer number of fireballs in play.
Let's see, did I miss anything that hasn't been covered?
Last edited by benstylus on Fri Feb 25, 2005 4:32 am, edited 1 time in total.
You're arguing for a universe with fewer waffles in it. I'm prepared to call that cowardice.