I've been using that technique like IMO uses on Zone J with the delayed bomb as well. But it looks like I need to wait a little longer. Think I was throwing things off by doing the bomb too early. If you watch he does pick up the bomb in the lower left hand corner. Pay attention to the bomb counter icons partly obscured by the writing overlayed in the video. Only way he can still get max bomb bonus later. The enemy with the bomb seems to get hit low off screen and the bomb just barely peeks out once or twice as it rotates.
I didn't notice at all, thanks for pointing it out to me ! On a that zone bomb timing seems to be everything, imo IMO (no pun intented) must really know exactly when to use it to destroy all the mini-pricklys, and still get the bomb, judging from the look of it he doesn't seem to leave it up to chance. Need to work on that one when I go back on that route, lately I was working on no-missing Storm Causer, which I managed to do, then it's gonna be Vermillion Coronatus's turn (already did both of them many times on saturn, but it’s important for me to achieve this on the arcade version, feels more legit and for very good reasons)
On Zone J neon light illusion I've been staying at lower shot power, but all the green missile power ups are a must since you want the back missile
Indeed, miss only one and you'll get no back missiles on NLI J, and no homing for Crusty Hammer T
On Zone J neon light illusion I've been staying at lower shot power, but all the green missile power ups are a must since you want the back missile. This boss is pretty easy once you know what to do. The trickiest part is right at the beginning bc you need to avoid the yellow right angle lasers, shoot down the round cluster of mines and safely get past the long tentacle to get in the bottom right corner. If you have auto you can choose to immediately shoot off one of the small tentacles which will stun him temporarily to where he won't shoot the yellow lasers. You can make it to safety tucked in behind his bottom tentacle by just dodging the yellow lasers, but it's inconsistent. If you want to take out the round cluster of mines you might just have to sacrifice a hit from the yellow lasers to avoid running into the tentacle. From there it's just shooting off the big bottom tentacle with back missiles and abusing the bottom corner safe spot when he is firing the yellow lasers. His last form is easy to avoid by doing a figure 8 pattern and being careful not to corner yourself.
I wouldn't exactly call it easy but he's definitely not as hard as people think, and he's definitely easier than the other one which spews a hundred bullets at the same time. He's never to be underestimated though, and whenever I hear the warning I'm like "ok, now let's get focused" and. The most consistent strat is exactly what you say : make him flinch right of the start by destroying one of his arm, and then shoot the cluster of mines quickly while safely getting behind his back (the timing is generous but you need to do it quick otherwise you'll get cornered) and attack him with the rear weaponry. Last phase is all about not loosing your nervs imo, the moment you do it's all over, def one of the most beautifull patterns of the game though (can be skipped with rapid).
Here's my take on that boss :
https://www.twitch.tv/videos/870292860
As far as avoiding using captains to kill enemies: I've noticed that the second stage captain won't fire many green shots if you are holding down 30 hz auto whereas he fires like crazy if you are holding down regular shot.
Doesn’t just happen with the 2nd captain, but with every captain which fires burs shots (2nd, 3rd, and 5th). For instance the 3rd captain both has burst attacks and single shots attacks, but with rapid you can only make them fire single shots That’s because maintaining the rapidfire doesn’t count as maintaining the fire button, but counts as if you would mash (not the case with the Saturn port though)
Also I've seen techniques where the fifth stage captain (the long snake guy) can be made to go completely off the screen and stay there. Probably by using his hadouken style input command, but I haven't played around with this much yet.
That technique could be really usefull with rapid, however without it missiles become more important and it’s tricky. On some zones the captain can make you loose an appreciable amount of point like zone N where there is 3 waves worth 40k. Denitely something I need to work on.
But I've found consistently avoiding red powerups in certain areas can be one of the trickiest parts of a stage.
It is, best not to take any risks
Sometimes it has to do with exactly when you shoot down the enemy. Certain areas I will just stop shooting and let the red enemy pass.
Me too, but only on zone P and U when I’m lazy (when I’m in a good mood I don’t). Might be usefull on V’ too because the two red powers ups really get in the way with the captain and I still haven't found a way to not get them. But I’m gonna try what IMO does next time, his technique on that zone seems reliable.
I hate accidentally powering all the way up and then it's too hard to get the last two captures! That being said the guy who has WR (think he goes by mokkun?) on almost every route just maxes out shot early and gets the extra 5000 from all the surplus red items. He is just good enough to get the last captures without white balls at max rank. This also means certain boss patterns will be much longer to kill even with auto on.
Honestly it’s fine I think. 30 hz really trivializes the captures imo, with white balls or without, full rank or not. The key is using the missiles correctly but I think you know that by now. The only captain which I find hard to capture with rapid and high rank is the fourth, but that is probably cause I don’t know what to do. Without rapid and at low rank that one is piss easy The combination of both 30hz and point-blanking makes me feel it’s easy but it’s because I parcticed over and over again without it. Also it’s easier to adapt to rapid when playing non-rapid than the other way around so when you find a good spot to capture the captains without rapid it’s always gonna be even more effective with rapid. But when I play with rapid there is another problem : I tend to overestimate my firepower, and sometimes I even forget that rapidfire doesn’t replace good placement. There was a time when I was much less consistent with the captures, but now unless I jack rank up or mess something up I’m confident.
This also means certain boss patterns will be much longer to kill even with auto on.
Yes but still negligible I think. Might be wrong on this one (I’m still studying thoose WR runs) but it seems to me that point-blanking + rapifire will still obliterate bosses quite easily without really needing to control rank. I find even Crusty Hammer to be a joke with rapid, but then again it’s because I’m used too playing without. I was also able to take down Hysteric Empress without bombing so yeah I think it's ok overall.
Prickly Angler, since you know the game so well I'm curious where you would rank the difficulty of various routes. I know V route is widely considered to be ideal for beginners and by far the easiest. But I think Neon Light Illusion's first pattern on this route is actually really intimidating without a bomb. From what I've played so far it's hard to sum up the difficulty of a route bc there are difficulty spikes and valleys all over in this game. Personally I prefer a game that has tons of variety and options even if it means the difficulty balance is a bit all over the place. But it's kind of funny. I mean on the all down route I find Zone U which is the second to last stage to be almost easier than stage 2 or 3. By contrast the unpredictable King Fossil is a pretty big difficulty spike for a Stage 2 boss.
Well thank you very much for saying so but though I discovered quite a lot by myself, I also learned of lot from reading MathU and watching his videos, he’s the real master of this game. First of all I don’t consider a route ending in V to be the easiest, or ideal for a simple survival clear. That is because a route ending in V must pass though either G (very hard level with a managable boss) or H (managable level with a very hard boss), and that is a lot to handle for beginner. For me the easiest route for a simple 1CC is ABEINSY by far (my first 1CC ever), I’ve been trying to think this this over and over but I always came up with the same result. This route is very balanced in terms of shields, bombs, it has tons of green power-ups (you get homing at the end of stage 5), no hard bosses and except Double Dealer they can all be bomb abused (=bombing while sitting on the boss's face). I think E is better than D when you begin because D gives you first shield after the midboss and forces you to continue to G or H. I might seem difficult but once you know it it’s not scary at all, done it many times without a shield before I even 1CCed the game. Then N, S and Y are very managable compared to others.
I agree with you that it’s hard to rank the route because while some might be easier overall, they can all be difficult or in their own ways, and in the end it always comes down to the player : for exemple some will find G harder than H while some find it easier, but truth is they are both hard in their own way as I mentionned earlier. But overall I’m positive that ABDGKPZ’ is the hardest route of the game by far, just because of how much hp the final boss has and if that wouldn’t be enough you get Fatty Glutton K and Crusty Hammer P before that. After that I would put something like ACEHMRW, and then routes that go throught Titanic Lance and Hysteric Empress/Vermillion Coronatus. Storm Causer has imo the craziest patterns of the entire game but he can be bomb spammed very quickly before he poses a theat. And while Curious Chandelier is the second easiest final boss to no-miss no-bomb, I still wouldn’t call that route easy because zone Z is tricky, and before that you must pass through either Crusty Hammer T or Neon Light Illusion J/Fatty Glutton O.
I we’re just talking of the final boss here’s how I would rank them from easiest to hardest :
- Risk Storage. That one is obvious, very easy patterns for a final boss, and though you cannot bomb-abuse him you can take him out quite safely without using them, even after you've destroy his tail. The only thing important here is not to trigger the « homing metal liquid » at the same time he spews the tube ressembling Neon Light Illusion. Very bad ending for a very good reason.
- Curious Chandelier. That one is already a bit harder with some attacks being way trickier to avoid. But overall he’s very managable compared to other bosses.
- Odious Trident. Even though this one can be bomb-abused very easily (unlike the other two) he’s much harder in the sense that you need to know what’s coming, otherwise you’ll get cornered/crushed very easily. He has a very dangerous attack where he launches one of his module that fires from the front or the back depending on where you are, in order to dodge it you must stay below it but the spot is very thight and since it it can obliterate your shield I usually just bomb it. Very random boss with low hp and lots of different attacks, of all the final bosses he’s the one I know the least about.
- Hysteric Empress. Though this boss has the second most amount of HP of hall the ennemies of the game I would still put her as the middle final boss. Very hard to no-miss no-bomb but the other ones are even worse. Thought most of her patterns aren’t too crazy this is really a test of both endurance, and of precision in manoeuvering your ship.
- Storm Causer. That one is very hard to rank. I can consider his attacks to be the worse of the game but he has shitty hp and can be killed with just three bombs and two shield units. The thing is that not every one knows how to use their bombs and their weaponry correctly, and that is mandatory for the speedkill since it requires to be very precise and to know what you’re doing. If you let the boss do his thing you’ll be in a world of nightmares, but his lack of hp really hurts him overall. In some ways he’s the hardest boss of the game, but if you know exactly what you’re doing and just care about surving he’s even easier than Risk Storage.
- Vermillion Coronatus. Though he’s no longer the hardest boss of the game like in Darius I, he is still a major threat. Very defensive boss with some nasty attacks, the fact that one can hardly even get to damage him most of the time makes this fight even harder. The only time you can really get to hurt him is during his crazy danmaku bullet stream in which you can exploit a safespot (VERY risky) or bomb-abuse him.
- Great Thing. This boss has ludacris hp, you can fire at him during minutes and not even stratch him. Very difficult attacks too. The only boss I never destroyed without losing lives (2 at best), thought I did time him out once.
Bear in mind that this is without rapidfire, the ranking would probably be different with 30hz, though mostly similar.
And yes I agree with you that I like games that have variety thought I don’t mind playing a specific way either. In Darius Gaiden you can make the game either very easy or very hard depending on what you want and that’s awesome. It’s true that if you take a boss like Double Dealer N he is way easier than King Fossil or Neon Light Illusion J which you fight before him but it’s not something that bothers me in shmup.
If you have any questions feel free to ask

I still have things to discover in this game but overall I have good knowledge of all zones and bosses.