% Period 3: Nov. 2002 to June 2003 % Reducing variability % (diary entries by Bernard Doria) (Acronym definitions: WAF, Wingmen Attack Formation--Hayate's super-shot in Strikers 1945 II; LHS, left-hand side; RHS, right-hand side) [02 Jun 2003, 21:10 PDT] Bite the bullet I have cleared 2-3. By luck, the second round stage order was the sea, the sky, the mine, and finally, the town. But I had too many bad experiences going into sea. Another plane that's not supposed to appear? Bomb. Can't make that cutback? Bomb. Can't squeeze through those two rows of bullets? Bomb. Afraid of return bullets? Bomb. And I eventually ran out of them. I have rediscovered the problems I have with using the bomb in the second round. It reeks of Gunbird 2. One, the bomber doesn't add anything to my level gauge. If I need a certain level of charge later on, I won't have it and I'll need to use another bomb. And when I die, I'm not doing anything. I'm not killing the boss, I return with weak firepower, and I see some unfamiliar attacks. Time to use those bombs again. At least I can be wherever I want to be, unlike Alucard's bomb. Now I have to rethink my bomb distribution. I think I should reserve three bombs to recover lost power. That brings it down to five free bombs. Now I have to re-evaluate where I should use them. Maybe I have to get rid of the bombing situations during the sea and sky stages. I'll have to return to those stages and figure them out. Nine bombs, eh. I feel like I have to use them all. But look what happened. I run out in 2-4, the town stage. I had no chance to survive. It's very important that I commit to my bomb distribution ahead of time. If I bomb whatever scares me, I'll have a tough time figuring out what's wrong. And when I die, all I can note is "I ran out of bombs". But even if I die to something stupid with nine bombs remaining, I can jump up and down and point at the problem. I can say, I've made a bad decision and I need to fix this. I shouldn't improve on bombing whatever scares me. I've mastered that already. I need to find situations that are giving me trouble, create firmer strategies. When I'm playing to meet a goal, I should see everything as a random event. Either I'm going to live or I'm going to die. I've decided how to handle each situation already. I just need to react appropriately. If I die, fix the problems, and try again tomorrow. I was so successful in the first round because of this. I have eight bombs going into 1-8. If I see something scary, do I bomb it? No. I have nine bombs going into 2-1. If I see something scary, do I bomb it? I should learn to bite the bullet and say, "No." [01 Jun 2003, 12:54 PDT] Nowhere to hide After a hundred and fifty deaths, I have given the eight orphan bombs their homes. The results surprised me. The mine stage turns out to be predictable if I follow ZAP's four-bomb plan. All I have to do is lead bullets away. There is no giant group of drones to get in my way. The sky stage. Just an extra bomb is needed. It turns out that I need a few bombs for the supposedly easy sea stage. I have three bombs listed and I still feel that's not enough. It's those damn drones clogging everything up. When I need to move from one side of the screen to the other, their return bullets get in the way. When I need to squeeze through two lines of bullets, they create dead ends. If I stop shooting, then those seeking wingmen will shoot those drones. It's a mess and there's no way to go around it. I may want to use more bombs until I can get things settled down. If I can get more bombs anyway. I have already thrown six bombs at the town stage, but it turns out that I need four more. The enemies are relentless. Lots of small tanks firing bullets everywhere. Lots of missile carriers firing bullets everywhere. Even two bombs won't stop the turrets from firing bullets everywhere. And of course, there are lots the drones firing bullets everywhere. At least I can predict something in the sea stage. Here, no. Anyway, the thing I got out of this is that I know where to place those extra eight bombs. The problem is I needed more and I know I won't get them. It's time for me to cut down. [30 May 2003, 18:43 PDT] Nowhere to run The second round in Strikers 1945 II was harder than I expected. I went through the sea stage and sky stage. And I kept dying and dying and dying. This is going to be harder than Gunbird 2. I thought that with the information I've received by one of the better writers, ZAP, I would get through this just fine. But his guide isn't detailed enough, and sometimes, I would find a better method. Take the sea boss's first form. Okay, one WAF on the right side and one WAF down the middle. This should destroy the slugger quickly. And then look what happens: bullets everywhere. I can't control it. I wondered why there are fewer bullets in I.O's run and I found out why. Don't destroy the slugger right away. Just destroy the stuff on the right hand side quickly and control the slugger. If it aims initially at the lower-left corner, then it will circle around once, but it will never circle towards the upper-right part of the screen again--it would just swing back suddenly. So I can use this part of the screen to avoid the pattern entirely, and I can dodge any bullets up there with some confidence. Now when I destroy the slugger, I see fewer bullets and I feel all right. So why is this going to be harder than Gunbird 2? In Gunbird 2, there are only a few drones flying about plopping random return bullets all over the place. I can still play aggressively, point blank the larger enemies and control their more predictable return bullets. The drones didn't serve as much of a threat. But in 1945 II, there are drones everywhere! I can't predict which drone is going to fire what kind of return bullet. And because the Seeking Wingmen have a will of their own, I can't just stop firing whenever I want to avoid return bullets. It's a mess. I need to master the cutback. I performed few cutbacks in Gunbird 2. I would find some way to circle around the enemy. That's why I enjoyed so much success in the game. But in 1945 II, no. Drones pop up from everywhere. There is no opportunity to circle around. It makes me wonder why some consider 1945 II to be one of the easiest two-loop games to clear. Maybe it's because in Gunbird 2, if I don't have any Bat Drills ready, I'm screwed. And I have to fit through tight spaces in some of the bullet barrages. Either I will live or I will die. There's no way to improvise. But in 1945 II, if I master the cutback, it seems that I will be fine. Perhaps that's why ZAP can use brute-force strategies, and I have to depend on tricks. He knows how to do the cutback, I don't. I made no groundbreaking progress. There's still plenty to control in the game. What should I do? Split up each stage into sections, and find out how much margin of error the game gives me. Let's plan first and then play. I think things would go much quicker by then. Also, after considering the one bomb I will always use in the first round and the bombing places that ZAP recommends, I'm left with eight bombs. I think I'll push them all towards the second round with the way things are going right now. There's so much that I've yet to control that I need this large buffer to get through it. I think it's also better to use these bombs as ways to clear difficult situations. By the time I decide a situation is out of control and react by pressing calling in the bomber, it'll like be too late. [29 May 2003, 13:37 PDT] Go go go, next zone! I intended to clear the first round of Strikers 1945 II without dying and with six bombs in stock. Really, this means that I should learn how to dodge those explosion pods in during the 1-7 boss battle and bomb the last boss three times again. I got sick of doing that. I felt that this intention was half-goal, half-expectation. I want to strive only for goals, not expectations. So I decided to skip through the process and go straight for my next checkpoint: clear the game without dying and with nine bombs in stock. And amazingly, I did it. My heart was rushing early on, probably a little at 1-3 and then I started to feel it from 1-5 on. I didn't recover fully from my previous failure. But hey, I'm not a machine, I think I can do just fine operating a little out of control. And rarely have I made an excursion from my intended strategy. In the end, this was an awesome feeling. I still don't feel confident I can do this on demand. But I remembered, why work on consistency? There will always be some variability in my play, there will always be some situation whose result I cannot forecast, where the bullets fire off at random directions. I want to make rapid progress again. It's time for me to move on. If I still mess up in the first round, I'll find some way to fix it. How I would approach the second round, then. I will follow ZAP's guide in final runs, but for test runs, I might go without using bombs. It's probably too high of an expectation to go through these stages without using a bomb every time, but I have considered something. What if I enter a stage with no bombs? Would it be good to dodge it anyway? Have some chance at survival instead of leaving myself at the mercy of the enemy? It would be nice. But I'm unsure if this is the right decision. If I practice using no bombs just to create survival opportunities, then I would have to work more. But if I practice with bombs, then I would expect to have those bombs when I make my final runs. Would extra practice mean better chances for survival? Maybe there is a compromise. When I'm actively practicing, I'll follow ZAP's bomb distribution in test runs. When I feel like making an excursion, I'll try to eliminate those bombing situations in which bombing is only a convenience and not a necessity. There are so many problems that I have introduced to this that the easiest way for me to deal with them all is to follow my interests. Let's recap. My next goal is to clear 2-4. I'm not sure if I want to clear the first round without dying and with nine bombs in stock. I'm afraid I would be trying to do too much, trying to satisfy two goals at once, discovering new problems in the first round, and such. If I get frustrated, I can always relax this assumption. [28 May 2003, 19:07 PDT] I am the fortress, not you! Early in the afternoon, I have cleared the first round of Strikers 1945 II without dying and with five bombs remaining. I still pushed all of my bombs to the second half, so I could guarantee myself victory against the final boss. Soon, I'll have to let this go. I do have a strategy set up for ROMMEL. It's a little easy. Place a Lv.2 WAF along the center line. I want to get ROMMEL out of the way. Now aim for the round turret on the left side. When I anticipate that the large left gun up above is about to fire, I move to the right. Now, since I don't have much distance between this gun and me, it's hard for me to dodge. Maybe I don't need to be right on top of the turret, maybe I don't need to destroy it, I don't know. There's still some uncertainty here, so I should take care of it sometime. Then I am for the round turret on the right. When I have a Lv.1 WAF ready, I charge it, move to the center, and place it. But with the right gun and center cannon blazing, I must do this quickly. Otherwise, I'm a sitting duck. I must take care of this fear of being hit. From here, it's easy. The left gun fires off a bunch of triangles that are easy to dodge. The right gun does the same, but I have trouble deciding to circle above it or below it. Maybe I should be braver and move higher up into the screen. ROMMEL should be destroyed from here. It took me plenty of tries to formulate this strategy, and I still feel that this isn't the best solution. Can I start at the right turret instead of the left? If I can't, how much distance can I place myself from the left gun? So many decisions I have to make. No wonder why it's better just to use a bomb. I still want to seal the victory against the final boss. I still want to keep my emergency bomb stock at three. The next thing I should do is deal with those explosion pods against the 1-7 boss. Although it's difficult to track bullets along horizontal trajectories, all I need to do is move down. This shouldn't be too bad. It should be easy for me to "no miss" the first round with six bombs remaining. The rest is eliminating variability and gaining more confidence against the final boss. [27 May 2003, 11:06 PDT] It worked Okay, enough wandering about aimlessly. I can breathe again. I've just cleared Strikers 1945 II without dying and with three bombs remaining. It seems that reducing variability on the scary bits works well. But the strategy can be improved. I was playing with my heart rate uncomfortably high. Maybe it was the Rockstar Energy Drink. Anyway, if I hear little thumps in my chest, that makes me nervous. So instead of dying, resetting, and play again worried about what's going to happen, why not do something else? Play through a part that has much variability. Just play without a stressful goal in mind. Do something other than running through the game again from the beginning. That should bring down my heart rate to my standard of comfort. If I can't be in control of my body, how can I be in control of the game? I've also realized that I value my time. I go through the first half of the game adequately, and then I get scared whether I'll smack into some phantom bullet in the second half. Maybe I should push all of my bombs to the second half and just deal with the first. I think the first half is getting easier, anyway. And there are still a few places that I need to touch up. 1-3, U.S. mine. When the boss's second form fires its pods and then lets loose its bazooka blast, I would encounter some stray bullets around the lower-left corner. That scares me. Time to get rid of it. 1-8. If I run into the first UFO, it's difficult for me to recover and destroy the next two UFOs quickly. Let me see how far I can be from the first UFO and still seal its fire. 1-6 planes again. Sometimes, I would still refuse to cutback. I would travel up the edge, hoping I would squeeze by some bullets. Not good. What to do. Redistribute bombs. Get rid of these new problems. [26 May 2003, 23:44 PDT] Work on the right problems first I've done so much today for Strikers 1945 II. I'll just run down what I've done. My crowing glory was against the 1-5 boss's second form. All this time, I was making cutbacks to avoid the third and fourth attacks (the former is all aimed bullets, the latter is a fixed attack that pushes me towards the center). One time, I was bored and decided to circle around the third attack. What have I got to lose? I've gained so much. Not only did I circle around the third attack successfully, I am right on top of the fourth attack. No cutbacks. I was so relieved. I know how to manage the flower pattern near the end, too. Just be brave and dodge them up close, while the escape path is smaller. Now, 1-7, the cranes before the UFOs appear. Actually, I decided to start after the C.A.N.Y. boss is destroyed, since I was scared of those blue tanks, too. All this time, I aimed my WAF along the main path of the ruffian tank, just to the right of the center line. But then I slowly realized that the ruffian tank wasn't the problem, the blue tanks were! I could eliminate two of them by placing the WAF along the center line and destroy the ruffian myself. And it works. With fewer tank bullets to deal with, I can make cutbacks with more ease. The WAF would also destroy the left crane, and I can destroy the right crane before it fires anything. Problem solved. 1-sea, the planes at the end. I realized that I can power up! Now that I have a strong grasp of the techniques experts use to dodge bullets, I can trade-off a rank increase for extra firepower. And it was worth it. I was always scared that I would die to a stray bullet while I'm inside the fixed 4-3-3 pattern from those large planes. So let's eliminate the fixed pattern by eliminating those planes! By powering up, I can destroy them just when they fire the pattern, and I can track the rest of the bullets easily. Amazing. The sky boss's first form. Just some simple bullet leading. Lead the bullets to the right, use the lower-left corner to dodge the white bullets. But then I realized I can be above the white pattern if I'm right near the boss's wings. This is impractical for the first two times the boss fires this pattern, but the third has no stray bullets getting in the way, so to be safe, I would move right near the boss's left wing and finish it off. Also, I have remembered to save a Lv.2 WAF so that I can dispose of the boss quickly. The rest is making sure I have my strategies memorized. Tomorrow, we'll see if taking care of the situations with the most variability helps me get up to the 1-8 boss without dying again. I didn't really do much about the 1-8 boss, but I've done so much already that I want to see whether the progress I've already done works. [25 May 2003, 22:32 PDT] It's always something It's obvious now that I need to set that standard of comfort. I died in so many different places today, it's inexcusable. The whole game's out of my control. It's time for me to get rid of these errors. What is a good standard of comfort? If I die, obviously I'll feel uncomfortable. If I feel my heart pounding, I feel uncomfortable. If I know I can get through a situation through rational means, but I improvise anyway, I feel uncomfortable. If I still feel uncomfortable handling a situation that I can get through six times in a row, I should find some way to feel at ease. My standard of comfort is this: I feel that I have control over the enemy. The enemy cannot dictate my heart rate. The enemy cannot control me. If I die, then it's because I've overlooked something. It's never due to some random error. I know better. Let's make a list. Where do I feel variability? 1-5. The second form of the boss. Everything moves so fast, I can't keep track of anything. I have died when a stray bullet trapped me at a corner. I have died to some unseen fast aimed bullet. I have died to that spiral attack that looks different to me each time. Fearing I would make these errors again give me the jitters. Eliminate them. 1-7. I have finally died to those cranes before the UFOs begin to pop up. Those two white spreads are fixed, I know that. But I don't know their trajectories. They would cross and I would be paralyzed. But sometimes, I would eliminate them right away anyway. Let's do that. Use a WAF to eliminate at least one of those cranes. Maybe I can use that WAF to get rid of those center UFOs that appear after. 1-8. Two UFOs at the end. Okay, so I don't feel my heart rate rise, but I know I can do better. Make sure I know what the bullets from the ring of UFOs look like. French town. Variability on the boss spread mess thing forever. Too hard to eliminate. Sky. The boss at the end. So many annoying deaths. Maybe I should learn how to lead those bullet clouds. And I should start saving that Lv.2 WAF for the second form. I should get used to that. It's a better strategy. I should do something about that giant plane at the beginning of the stage, too. Not much to say about the U.S. mine. For some reason, I have things under control there. It's a good feeling. At the end of the sea stage. Stop moving around in random places. I should learn to move slowly, so I can track the bullets from those drones. They're the bigger threat. Why am I destroying those large planes quickly? 1-6. I have strong control over that stage too. 1-7 again. I'm reminded of Block-ade's second attack, its mess of bullets. Don't depend on the safe spot being at the middle again. Find other safe spots. The first pattern is static, after all. 1-8 again. Maybe I should do something about that third UFO before the mid-boss's bay, too. Wow, there's so much to do. Tomorrow, I'll figure out which situations are worth my time based on the following criteria: how much variability I can reduce, how easy will it be to reduce it, and how interested I am in the situation. This calls for some decision analysis. [25 May 2003, 01:36 PDT] Rehab Tonight was a rehab night. My return to Strikers 1945 II. But not only was I battling sinus allergies, I was battling with enemies going out of my control. I have a simple way to indicate when something goes out of control. If I die twice to a particular scene, it's time to sound the sirens and work on the problem. And I had to do so three times. The first: 1-1 French town, the boss, third form, opening attack. Three-ways and four-ways and drones everywhere. It's terrible. I would either make cutbacks or make small movements, but I've been always staying inside the pattern. I have to depend on predicting lots of bullet trajectories. I suck at that. So how do I reduce the number of trajectories that I must predict? The arc length of typical spread attacks are small if they're close to their firing origin, the enemy. If I'm close enough, I can move outside the pattern if I want. So I should be brave and weave in and out of the bullet spray. Now I can control better the boss's aim and I would have fewer trajectories to predict. There's still some variability in my movements, but I'll just blame it on random errors for now. Another thing. I should make sure that the drones appear form the right side, the same side where the boss first moves. I hate to predict trajectories from either side of the screen. The second scene is at 1-6. The brown planes again. This time, it's near the end. I would just keep tapping left to avoid the aimed bullets, but I would be below some relentlessly firing tanks. Their aimed bullets weren't a problem before, but my reaction time sucks now and I could rarely make the cutback. The solution: why be lazy? I can keep moving while the large plane has just appeared. It's when it's just about to fire is when I should stand still and wait. I can do something while the planes are idle. I could avoid the trap by moving as far right as I can when those tanks appear. Then I would have space to move over to the left and destroy those tanks. Make idle time productive time. If it works for wafer fabs, it can work for me. The final one is at the sky boss's first form. I know how to dodge its first white attack, but the second, I would place myself at some random spot, hoping the attack would go through me. It's stupid. This attack is fixed--let's go look for the safe spot. I found it to be at the lower-left corner. I remember doing this before when I was playing this stage as 1-4. Why didn't I use it at 1-3? In 1-4, the second arc forces me to move away from this corner. In 1-3, this arc doesn't appear, so I can just stay there. Why I was afraid of doing this in 1-3, I have no clue. There's still some variability in my movements for the first two attacks I mentioned. But there are so many things that depend on one another that I would just have to trust my eyes and fate to get me through these. Maybe I should set up a standard for comfortable dodging. [04 May 2003, 17:31 PDT] Emergency evasion Finally, I have completed Strikers 1945 II's first round with three lives and one bomb remaining. It took so long because I had to clear up many stupid mistakes I've been doing, especially in the random stages. Now it gets tricky. All of the bombing situations I have left are real threats, not mere inconvenient situations. Right now, I want to get rid of the DOUBLE SWEEP (1-8 boss, second form, opening attack). I'm unsure how to control the attack so that I see the same holes every time--I don't even know how the attack works. Plus, my joystick taps vary too much--sometimes, I would move too far and run into a bullet and other times, I would move too little and get run over by a bullet. But I chose this attack because it requires only two sweeps of the joystick. Look, move, look, move. The pattern's simple, so I think it would be easy to tighten my strategies for it. Other attacks require too many acrobatic maneuvers. Plus, since this attack occurs twice, I would have one bomb to use elsewhere. Where should I put it? I've been thinking about the idea of emergency evasion. I know how to dodge some of the patterns I would otherwise bomb, so I can use the bombs for the greater threats later on. It requires that I know what a pattern looks like when it's out of control. I depend too much on one method for dodging a pattern, so when something awkward appears (say, a stray bullet clogging a hole), I have no clue how to dodge it. But I try to dodge it anyway and I die. If I recognize that the pattern's out of my control, then I would be more confident bombing it--I wouldn't feel bad wasting a bomb and I wouldn't feel bad dying. The problem with Hayate's bomb is that the bomber takes a bit of time to run up the screen. I can make faster decisions by recognizing an out-of-control situation, but I still have to press the bomb button and I still have to wait for the bomber to get up there. Thus, I must restrict my emergency evasion mentality for patterns that I dodge close to the bottom of the screen. I used to hate using bombs as emergency evasion as it forces me to make a decision on whether to bomb. But if I know what an out-of-control pattern looks like, my decisions are predetermined. I hope this will help me conserve bombs. Also, looking back, I appreciate the technique models that aprhodite gave me. No longer do I dodge those brown planes in 1-6 by running all over the place. I know most of the patterns are aimed, so I just make small movements and I have control over the situation. I think I'm starting to appreciate my strategies more now that I'm aware of the techniques I use to perform them easily. Maybe I should summarize aphrodite's work for SAEKI's Shooting Game so I can make a laundry list of what to look for in a pattern. One more thing. Ex_Mosquito, a fellow shooting game player, brought up the idea of drawing a diagram. I overlooked this, because I was too used to writing about the stages. He uses diagrams to help him take account for the drones that would always kill him. Now that I'm leaving myself less room for error, I want to take account for everything in the game. I think a diagram would help me do so efficiently. [27 Apr 2003, 17:02 PDT] What is the problem? After reading through aphrodite's guide to Shooting Game and applying his principles, I wondered if the lack of awareness for bullet dodging techniques is indeed the problem. I think those who are at about my skill level understands how these techniques work, but we just take too long figuring out how to dodge complex bullet barrages or dealing with difficult situations. I reminded myself that mastering technique alone will not transform a motivated amateur into a gaming god. I know I can teach people knowledge, technique, and pattern creation. I know amateurs can improve by leaps and bounds when they possess mastery of these three things. So where's the problem? I've re-evaluated the state of the shooting game community, and I have an idea. What complaints do people have about the shooting game that nag me? They are too hard. It takes too much work to memorize what's going on. There are too many bullets on screen. It's impossible to dodge this pattern without dying or using a bomb. Shooting games are just exercises in bombing, dying, and continuing. I think people fail to take advantage of the margin of error shooting games give them. For the complainers, they have no grasp of the workings of bullet patterns and enemies. They can only depend on reaction time to dodge bullets. For the motivated amateur, they set goals too great for them--scoring high or going through a stage without bombs. These people just refuse to use the game's generosity. What I want to teach people is to take advantage of this margin of error first. All people need to do is find it. Yes, sometimes finding knowledge is the fastest way to do so. But it's hard for me to tell people to translate Japanese web sites and interpret the information. So instead, I can tell them to ask questions and to observe how experts play the game. But everyone knows how to do that already. Perhaps we need a reminder about the techniques we use. Sometimes, there is a better path to dodging a complex bullet pattern than the one we've memorized. Perhaps when we're aware of these techniques, we can find more ways to buy more time and space, use fewer taps of the joystick, find more margin of error. Perhaps the greatest source of margin of error is the way amateurs play the game. Some of them dive into scoring high right away. That is suicide. Scoring is just trading margin of error for extra points. How can you score well if you are unaware how much margin of error you have in the first place? Once you understand the threats in the game, then you can start trading unneeded margin of error for extra points. Then you can make gradual progress. It's better than jumping to 30 million points and then suddenly hitting a brick wall. Overall, I think people have wrong attitudes toward shooting games. The enemies are stupid. All they can do is throw millions of bullets at you. You just have to be smarter than them. [26 Apr 2003, 14:38 PDT] Tools for shooting games, Part II I couldn't believe it. In Shooting Game, all I did was use the tactics I knew for dodging aimed bullets and I barely scraped through the final stage. Now, I'm bored. I've read through aphrodite's guide to see if I can pick up a few things, but much of what I've skimmed through is obvious to me. What I left from the reading is this. Predicting bullet trajectories. I doubt there's some systematic way to learn how to predict where bullets where go. It's a skill that develops over time. I think this is our weakness. When a pattern gets too noisy, we don't know what bullets to watch, so we just dodge frantically and die. The only thing I can do is to help people separate the signal from the noise. But I don't know how to do that precisely. I have only an intuitive idea. What are the most threatening bullets? In Shooting Game, I used to take in six hits from the later bosses. It was difficult for me to find order amongst the chaos--the patterns overlapped one another. But after learning about how aimed bullets work, I found that they are the most threatening bullets. Most likely, they will shove me into the edges of the screen without any chance for me to escape. For example, what I used to do for the third boss was to run all over the screen and hope that the aimed blue bullet clouds won't hit me. But then I observed their behavior--isn't this just the same type of bullet cloud found in the first boss's opening attack? Instead, I should weave back and forth. If the clouds move to the left, I should move to the right and up; if they move to the right, I should move to the left and up. This V-shaped cutback helped me reduce the damage I take from this boss, down to one. As for the fourth boss, all the patterns are aimed. It's just a matter of sidestepping a hundred times. And I would likely get hit only once. I think this is a good way to understand how complex patterns work. Separate them into simpler components and identify the threats. It just takes a good understanding how the simple patterns work in order to see this quickly. That I need to develop. I'll keep reading the guide and playing the game. I still have to stop taking so much damage from the later bosses in the game. Maybe I won't be so bored after all. [24 Apr 2003, 23:23 PDT] Tools for shooting games, Part I I am shocked to learn something from aphrodite's first stage guide to the game "Shooting Game". Two important concepts: dealing with aimed bullets and listing what happens in a stage. I have an intuitive understanding how aimed bullets work: the enemy aims a bullet or a pattern at you, and you must decide how to dodge it. The crucial problem with aimed bullets is deciding how to make cutbacks when I'm shoved to the edges of the screen. aphrodite already gave me one hint: how does the enemy aim and fire? In the first stage, there are these medium-sized red ships that dump a clump of bullets. How does the enemy aim and fire this stream of bullets? Does it aim once and fire the entire stream? Or does it continue to aim while it's firing the stream? This enemy does the latter. How should this be dodged? Do you keep moving until the stream ends? Or do you stand still, wait until the entire stream finishes, and then move? It reminded me about the decisions I had to make in Gunbird 2. In the first form of the 1-6 boss, there was a n-way spread of bullet lines. If I move while the boss is firing, then the bullet lines would become arcs because I gave the boss a chance to re-aim. The spread has been rotated and I have to deal with a mess. Not good. There are so many decisions that go into dodging aimed patterns--or any pattern. I should think about this further someday. Another thing I need to do is to list what goes on during the stage trip. All this time, I've been only describing what happens in a stage, but I've yet to summarize what's going on in a list. Sometimes, I forget that a certain enemy is going to appear and I end up in some awkward position to dodge their bullets. Just like making a simple list for the order of a boss's patterns, a list of the enemies that appear in a certain chunk of a stage will prepare my mind for what's next. Then I wouldn't die to some random enemy that I would've taken for granted. A rewrite of my strategy plan for Strikers 1945 II is in order. But for now, I want to learn from aphrodite what other tools I can use in a shooting game. Onto stage 2 I go. [22 Apr 2003, 23:51 PDT] A new way of thinking There's a concept in my course in methods of manufacturing improvement that inspired me to think about improving the skills of the shooting game community. There was one engineer working in a wafer fab who is too busy to do everything, so he let his operators do some experiments for him. This scared the operators--their job is only to check that the machines work. What did the engineer do? He taught them how to inspect the machines more rigorously. He taught them how to fix problems themselves. Eventually, not only did the overall efficiency of the equipment improve, but the operators have more confidence to carry out experiments and fix problems and whatnot--they no longer felt the need to call on the engineer when something went wrong. I'm perhaps one of the most outspoken strategy engineer in the shooting game community. I have given my knowledge to plenty of motivated shooting game players. But I know too little about shooting games. I can't answer everyone's questions, even though I want to. And when I have questions, who can answer them? I want to see the skills of motivated shooting game players improve. I want them to start solving problems for themselves instead of hoping that some expert will solve them. I want them to become the experts and in turn help newcomers to the shooting game become experts. But with so few people playing shooting games with different goals, how do I get them to cooperate with me? There are two concepts that the shooting game community has yet to address: technique and pattern creation. By technique, I mean the general strategies that experts use to dodge bullet patterns and eliminate enemies before they become threats. By pattern creation, I mean the progress that should be made into creating a strategy that works--bomb distribution, weapon distribution, learning from mistakes, and so on. I think the reason why so many game players, including motivated shooting game amateurs, have too much trouble with shooting games is because they have a deficient understanding of how shooting games work. How do I deal with aimed bullets? odd-way and even-way spreads? overlapping patterns? If these players understand how the enemy shocks them like this, then they will understand why experts dodge bullets in a certain way, evaluate whether such a dodge works for them, and create their own strategy. And these players can do so quickly, before they get too frustrated. Progress. That's what people like. Why do most people play RPGs and not shooting games? It's because RPGs make it easy for people to make progress. It's because it's easy to exploit enemy weaknesses in RPGs--they may have some obvious weak point or are overpowered by the hero and friends. It's because RPGs keep going when the player wants to keep going. Why is it so tough to make progress in a shooting game? Enemies conceal their weak points with elaborate bullet patterns, enemies hide the real threats. The amateur has to know how to find these threats quickly so he can make progress. But he can't because he doesn't know how. Just like what that engineer did to improve the efficiency of his wafer fab, I want to improve the efficiency of my fellow players. I want them to move away from trial and error and this silly notion of "memorizing" and to get into a more systematic way of thinking about shooting games, a way that works. I want them to stop putting the cart before the horse, to stop putting scoring over survival when they are struggling to survive in the first place. I want them to stop creating problems for themselves and to start finding solutions. Above all, I want people to have fun with shooting games. I think the allure of shooting games comes from destroying the masses of stupid, predictable enemies. Once the player knows how these stupid, predictable enemies work, he can toy around with them however he wishes. He won't need my help anymore. I plan to teach people a more systematic way of thinking about shooting games. But for this to work, I need to do the following: (1) get a firm grasp on how shooting games works, (2) making the entire shooting game community aware of this way of thinking, (3) convince amateurs that they can make progress in shooting games, (4) involve as many people as I can, and (5) teach them the techniques and strategies I've developed. But if I want to become a successful leader, I must have a stronger foundation on how shooting games work. I'm still an amateur who just knows lots of stuff. I looked through aphrodite's web site and I found a teaching model that I want to try out. Instead of teaching a bunch of techniques and giving examples on how they work, he derives from one shooting game models that can be used for other shooting games. The game is titled Shooting Game. I've played it before, but I never saw it as a tool to help me be aware of all the techniques experts use in a shooting game. Even though moves at a choppy rate of 20 frames per seconds, it forces me to think about the shapes of these patterns and not to depend on my reflexes to dodge bullets as they arrive. I hope aphrodite's guide will walk me through this, so I can develop my own models and show them off to the world. (Shooting Game can be downloaded from SAEKI Toshimichi's.) [20 Apr 2003, 09:08 PDT] Reduce variability Yesterday, I played plenty of Strikers 1945 II. I lacked enough confidence to clear the first round in two lives, but I became bored trying to be consistent in my strategies and I dived right into the game. I ended up clearing the first round without dying. I think I screwed around a bit. I found that there's no need to use a bomb on the 1-3 U.S. mine boss. And I don't remember using a bomb on the 1-8 mid-boss's docking bay. I think that gave me enough bombs to beat the boss without dying. I don't remember if 1-4 ended up being the French town--I don't think I remember anything anymore. Just that I cleared the first round without dying. I want to clean up a few things so that I can clear the round with fewer bombs. I have problems back in the first four stages because I never paid attention to the order of the bosses' patterns. They all seem to mesh together into this continuous stream of fire, so I never cared to distinguish one pattern of fire from another. But I take it for granted that I can dodge them all. After all, isn't the beginning of the game supposed to be easy? But this is a Psikyo shooting game. 1945 II gets easy from 1-5 to 1-7, where I have a matured strategy already. In the earlier stages, I die because I would see some pattern I wouldn't expect to see, and I would have to rely on my reflexes to see the pattern and to dodge. Of course, it's better to know what the pattern looks like beforehand and to have a mind set on how to dodge it. That way, I can dodge more confidently. I liked what touryuumonn did in his strategy guide. List the attacks the boss is going to do in order, and then it will be easy to explain how to dodge them. I should do that too, only I would briefly describe the pattern, give it a letter label, and then give out the order for each of the first four stages. I guess the reason why I have completed the round without dying is because I was working on the wrong problem. No matter how hard I try to be more consistent, there's always some given chance that I would die to some overlooked bullet. But the great thing about goals is that once I meet them, I don't have to meet it again--it's just an expectation from then on. There will be some probability that I will never overlook a bullet, and I would succeed. The problem I should be working on is not about creating more consistent strategies, but reducing variability. If I only have a vague idea on managing a certain situation, I should form a more concrete idea. Paying attention to the boss's order of attacks is a start. [19 Apr 2003, 01:06 PDT] Going into today I have played some Strikers 1945 II this week to see if I'm ready to clear the first round in two lives. I know I'm capable, but I've yet to be confident enough to do so. I need to play more consistency. I need to eliminate some of the nagging mistakes I've done. And hell, I know I can clear the game without dying. The eighth stage is getting easier and easier--I feel less need to bomb those orange UFOs. Maybe I still need to chuck a few bombs at the boss, but that's it. But for now, I'll bomb those UFOs to be safe. I shouldn't get ahead of myself. Two pieces of strategy I need to address. First, I have to adjust my WAF distribution. In Greenland, I should place a Lv.1 WAF after first submarine. That way, I don't have end up with an unneeded Lv.2 WAF. And near the end of 1-5, I can simply dodge the planes' fire and save a Lv.2 WAF to quickly destroy the boss's first form. I forgot what else. Another interesting piece of strategy is that in 1-6, there's a more consistent way to dodge those fast bullets from the large brown planes. Just stand still and then sidestep. Now there's no need to decide whether I should go into a pattern or outside. [05 Apr 2003, 13:11 PDT] Die later, bomb now I wrote last time that I would reduce my bomb usage in Strikers 1945 II's random stages--from five to three. I didn't feel confident that I wanted it that way, so I played through the game to remind myself which patterns are now easy. It turns out that in stage 1-7, I can dodge a couple of patterns with more confidence. First is the C.A.N.Y bosses. I'm no longer scared of the U.S. boss's fast bullets anymore--all I need to do is to just jerk the joystick once. I've gained enough confidence to dodge the U.S.S.R. boss's patterns, too--it's just leading bullets to opposite corners of the screen. The second one is at the BLOCK-ADE. I thought the random blasts would mess up my safe zone, but when I figured out how large the zone was, then I have no need to be afraid. I can dance around a little. Besides, when I watched I.O's replay, I will need to take advantage of this space in 2-7, so it's good practice to wiggle about. Dodging these attacks in the later stages is also good because I hate dying early into the game. In the arcade, I value my credit--I don't want to waste it on some foolish mistake I could do early on. Now that I'm more confident with the new bomb distribution, the next thing is to test whether this works. I'll see if I can consistently clear the game with this distribution. I think it should be easy, especially when I've also learned a few more tricks since the last time I played. [29 Mar 2003, 14:24 PST] Eliminate Down I have cleared the first round of Strikers 1945 II. Unfortunately, it was on an emulator at full speed, so I won't take this victory seriously, but it's a good approximation on how well I would do in the arcade. The next thing to do is to complete the game in three lives. I have considered the two bomb locations I should eliminate. Right away, I knew one of them would be at the random stages. I think they would be at the Arizona coalmines and the Philippines. For the coalmine, I'm powerful enough to destroy the boss's first form before I see a switch in patterns. And for the Philippines--actually, I'm unsure which one to dump, but either will do. I tried thinking of another place. I still need a bomb for 1-5 and for 1-6, so I'm left with 1-7 and 1-8. But the attacks in any of these two stages are too tough. Why not remove another from the random stages? I think I can eliminate an attack in France. The boss's second form is easy. All I need to do is lead the bullets away from me. It's not obvious, but the attack is a three-way, so that's why. Great, now I'm left with 14 bombs. That's all I want to think about. [27 Mar 2003, 11:46 PST] Full Force Over the last three days, I played through the stages in Strikers 1945 II. I intended to clear consistently each stage without using a bomb. Even though it's better to practice with my bomb distribution in mind, I was more curious how well I would do without them. 1-4-Town and 1-8 overwhelmed me, though, but I should have enough experience to write strategies about the first round. I was even surprised to clear 1-4-Mine and 1-6, which have some of the allegedly toughest patterns in the game. Maybe I should re-evaluate where I should place my bombs. As for the challenges I have to face, I'll start with 1-4-Town. Two situations. The first is those 15 turrets and the kamikaze planes before that. I don't know how where to start, and even then, I don't know how to lead the fire away from the kamikaze planes so I can get to my starting position. I guess I should start from the lower-left so I can aim my Lv.2 WAF there, but the bullets fly thick and fast right away. Plus, I'm unsure if I have gained my Lv.2 WAF in time. As for the second situation, it's about the boss's last form's. Eventually the boss freezes on the left side to prepare to fire a flurry of bullets. A fast four-way drop of white bullets, a horizontal barrier of smaller bullets, and a ring of white bullets. All I hope to do is close in on the boss, hope to have enough speed to follow the boss, and then destroy it before the barrier kills me. So tough... As for 1-8, three situations. First is when the second and third large UFOs appear, with all those supporting turrets flinging their bullets. Rarely, I have to cut back and forth in 1945 II, so doing it here makes me feel uncomfortable. As for the last two large UFOs near the end, it's just difficult to get the timing right. I would be at the lower-left corner, then I have to jump over to the center and then I would circle clockwise around the perimeter. But if I move too early, there would be bullets aimed at me on the left side, so I would be stock. If I move too late, then a fast bullet would kill me. And the final boss--well, just the final form kills me often. It's when the boss rushes down and scatters all these tiny bullets. It's hard to see the gap ahead of time, because I know for the next attack, I have to stand still or be dead. It's just better to stay in the center, use a bomb, and enjoy the victory. [07 Mar 2003, 21:56 PST] WAF Force, Part II And now, my venture into 1-7 and 1-8. I had to play a little bit a while ago so I can refresh my memories on how I distributed my WAFs, but I did much of the experimenting last Wednesday. 1-7. Once I descend, place a WAF on the LHS. I should align it with a yellow vertical strip--I don't know what it is really, but it guides me where I should place the WAF. The WAF should destroy the plane and the crane that exists on the LHS, so all I have to deal with is the enemies on the RHS. Then I save a Lv.2 WAF and use one gained Lv.1 WAF for the original Strikers 1945 bosses, so I could destroy either of them quickly. Then I align my next Lv.1 WAF along the brown ruffian tank's path. Next are the UFOs--place one Lv.1 WAF in the center. Usually, there's a safe spot on the lower-left corner, but those middle UFOs can shoot me there, too. As for the BLOCK ADE. Jab in as many WAFs as I can in the start--maybe two Lv.1s or one Lv.2. Then I destroy it with my shot as usual. The rest is WAF mania on the boss. I should be able to defeat it when it fires its green lasers a second time, so that indicates when I should stop using my WAFs. Now, 1-8. Two Lv.1 WAFs or one Lv.2 WAF on the LHS. It should be aligned with the tank craters on the LHS, so I can quickly destroy the second UFO which appears there and have plenty of room to dodge the third UFO. Then I quickly burn two Lv.1 WAFs on the mid-boss, one down the center and one after the second attack. When I defeat the mid-boss, it leaves behind a bomb icon with four P-icons surrounding it. I must collect the P-icons to collect the bomb. Luckily, there's an orb that flies down the center after I destroy the boss. This is an easy opportunity for me to power down twice, because from here on, it would be difficult to power down. Thus, I don't want to place a WAF in the center, because if I do, I would destroy it. Ex_mosquito advised me to do this, touryuumonn and ZAP suggested the same, so I shall follow. Finally, I should place a Lv.2 WAF on the RHS. It should be aligned with the UFO on the RHS, but it's tough for me to visualize this when I'm paying more attention to the ring of orbs. As for the boss, I should begin my WAF mania on its third form, because from here, the boss tosses some bullet barrages that are difficult to dodge. I can manage the first two forms, so I can save my WAFs for the last two forms. One final thing: I've spent some time dealing with this last boss, but I don't feel like discussing it. I was only toying around with it--nothing special. [01 Mar 2003, 16:04 PST] WAF Force, Part I Last night, I had plenty of time to play Strikers 1945 II. I decided that I should learn where to place my WAFs. I learned plenty, so let's get started right away. Sea stage, boss's first form, large turret. I decided that two Lv.1 WAFs on either side of the ship will take those side turrets out quickly. Then I realized that the large turret doesn't even rotate around and around--it starts from the 8-o'clock position, spins around once completely, and stops at the 3-o'clock position. I have plenty of time to reach the upper-right corner of the screen and when I get there, I'm safe. I should use this time to make sure there are no stray bullets up there, so I can destroy the turret quickly. Now just the WAF distributions. Sky stage. Place a Lv.1 WAF at the RHS plane in the beginning. Then a Lv.1 WAF at the huge, white plane. When the clouds clear, a Lv.1 WAF on the LHS plane. Then on the RHS plane, but I should aim for the plane's left tip. This way, I catch the plane in the center. As for the boss, I just keep placing Lv.1 WAFs until it dies. Then I realized that I would learn more by learning how to manage the second half of the round right away. That's when I'm unsure where to place my WAFs. 1-5. Place a Lv.1 WAF on the left side of the big tank. It should also catch the plane that appears later on. The next part's tricky. I need two Lv.1 WAFs, but if I'm careless and damage too many things, I end up with one Lv.2 WAF and I would have to wait a while to earn another WAF. So just before I earn a Lv.2 WAF, place a Lv.1 WAF on the right turret on the LHS. Then move over to the turrets on the RHS and place a Lv.1 WAF. Then I can destroy the tank and the plane easily. After this, I should place a Lv.1 WAF after I destroy the roof on the RHS to destroy the plane that appears there. As for the boss, I just keep placing Lv.1 WAFs on the giant gun and then on the crab itself. I should stop placing WAFs when it fires waves of small bullets with a weak spot in the middle. 1-6. Place a Lv.1 WAF on the RHS to destroy the hatch there. Then a Lv.1 WAF on the larger hatch on the LHS. In the scene with the brown planes, I should place a Lv.1 WAF on the LHS, but I should aim for the plane's left wing. Soon, helicopter enemies would appear and the bottommost ones give me the most trouble. The WAF should take care of the one on the LHS, while I can take care of the one on the RHS. This situation repeats itself, only I should place a Lv.1 WAF on the RHS and take care of the enemies on the LHS. After this scene are more hatches. Just place a Lv.1 WAF on the LHS and later, one on the RHS. I can save up my WAFs for the second form of the boss, because the first form is so weak. I finally understood where the safe spot is located for the flower formed by lots of small bullets. Once I'm at the lower-left corner, all of the bullets pass through me. Getting there is the problem. Before this attack is a 2-3-2-3 barrage of fast bullets from either shoulder of the boss. There are a few ways to deal with this: . I can stay at the safe-spot corner and get inside these barrages, tapping to the right and to the left. . I can sweep from the left to the right and back to the left. . I can start high on the RHS of the screen and move towards the safe-spot corner. The first strategy is too much of a squeeze--I can run into a bullet if I tap too far--but I'm already in position for the safe-spot corner. The second strategy also forces me to squeeze between two bullet barrages when I make that cutback to the safe-spot corner. Plus, I'm not confident enough to think that the safe spot will be there. The third strategy gives me plenty of room to dodge the two barrages but I have to be in position to do take advantage of this. What should I do? I have to dodge this pattern twice. The first time, I can be in position right away to use the third strategy. The second time--I have to think about some more. Not now, though--I'm too tired... [01 Mar 2003, 16:04 PST] Battle at sea I went out to sea recently. The sea stage in Strikers 1945 II is the easiest, so to warm myself up, I explored what could go wrong in 1-4. The only thing to worry about in the sea stage is the last three battleships--the first one at the beginning is easy to destroy. There are two strategies: Help the WAFs destroy the battleships, then clean up the rest of the field (touryuumonn's method), or Let the WAFs take care of the large planes, while I destroy the battleships (ZAP's method) I was aware of both strategies, and I thought touryu's method was better, but to make sure, I tested them. Indeed, touryu's is better. Why? The battleships are the bigger threat. Their turrets can fire either fast, white bullets, or small bullets that fire in awkward directions. So I have to be careful to approach them. It's easier to destroy these battleships right away, and then take care of any remaining planes. From reading touryu's guide, I discovered a neat trick. Wait until the front of the third battleship appears, and then deploy a WAF. Not only would it take care of the battleship, it'll also hang around long enough to destroy the large plane that appears later on. All I need to do is to destroy the annoying drones flanking the plane. Where I'm having trouble is taking care of the boss's first form. There are a few strategies: Place a Lv.1 WAF on the right side and a Lv.1 WAF on the large turret, or Place a Lv.2 WAF on the right side and destroy the turret myself. Then use a Lv.1 WAF on the left side. The first strategy makes the second form tougher. I have no WAF to place on the left side, so I have to dodge a mess of bullets from the ship's turrets. The second strategy lets the turret spin around long enough so that I have to sneak through a fast arc of bullets. It's equally difficult to manage either threat--which one should I choose? Typically, I find it easier to dodge a distinguishable pattern like the turret's fast arc of bullets. The boss's second form has no pattern at all--just a bunch of turrets firing at me. For the moment, I will use the second strategy, but I think there is another way that I have yet to test rigorously. This tactic's scary: place a Lv.1 WAF on either side of the ship, and then spiral into the turret. Now the turret's no longer a threat because it turns too slowly to shoot at me. The only problem is whether a bullet could sneak into my position. Here, I have nowhere to dodge. But I'm tired now, so I'll consider this later. [26 Feb 2003, 18:45 PST] I am not a clueless idiot This morning, I discussed with my buddies at #shmups why certain idiots tout shooting games as a mindless experience. After all, all you do is shoot and dodge, right? It's supposed to be that easy. And when they can't dodge anything, they whine that the game's too hard to be fun, whine about it to their clueless friends, and then return to their mindless treasure hunts. When I first played Strikers 1945 II, I was surprised to progress so far with lots of improvisation. When the game finally overwhelmed, all I did was piece together a bomb distribution and pick up a few tips that I glanced over from the capture guides. When I tried to play again, I progressed some more, but far from meeting my goal. I kept improvising, I kept worrying about whether I will clear one difficult bullet barrage after another, I lost confidence, I lost control. And then I stopped having fun. I liked to see things blow up, just like the clueless idiot. I hated it when I stopped blowing up stuff, just like the clueless idiot. But unlike the clueless idiot, I know there is a way to outwit the enemy. I was just too lazy to think about it, just like the clueless idiot. I was rushing to the end like the mindless treasure hunters that these idiots are. I need to stop playing like the clueless idiot--it's no longer fun. Now I remembered where the true happiness lies in the shooting game: making the strategies I create work. I had fun identifying the most difficult patterns so I can bomb them. Now I should take it a step further--how should I dodge the rest of the patterns? If I can make all these decisions confidently, then all I need to do is put it all together. Play the game, make my way towards my goal, and enjoy the moment I finally get there. Yes, playing shooting games can be a mindless experience. But I'm no clueless idiot. There's little need to put my mind into playing a game when I've already put my mind into thinking about it beforehand. All that's left is enjoying the experience. [09 Feb 2003, 12:18 PST] On Strikers 1945 II Last Tuesday, I took the bus to school. Guess what was along the bus route: Milpitas Golfland. That night, I decided to go in. I nearly became disappointed with the lack of worth shooting games the arcade had until I looked at the end of the room and found... Strikers 1945 II. I've played 1945 II for a couple of hours on the emulator, but this was my first time playing it on an arcade cabinet. So I tried it once. I had to deal with a stiffer joystick and mushy buttons--sometimes, I felt I had no control over the game, but I got used to it. And somehow, with the Hayate, I ended up in 1-7. That's further than what I've ever done on MAME. I realized again that when I'm at the arcade, I want to make the most out of my credit. I couldn't take the bus anymore because I must continue learning to drive to school with my Dad, so I won't be able to go to that arcade in a while. But at least I know I can go somewhere after school to have some fun. Now I have some incentive to think up a plan. My goal is to clear both loops in one credit. This time, I thought using aphrodite's capture guide for the Focke Wulf would be inappropriate for my goal. Besides, the reason why aphrodite wrote something for the Focke Wulf is that there are plenty of Hayate guides already, so he wanted to do something different. Besides, even he cleared the game using a Hayate guide before he moved on to using the Focke Wulf. I found three Hayate guides already, and they seemed to be detailed enough. Even ZAP had plenty to say about the second round, so I decided to stick with the Hayate. At any rate, I know playing 1945 II is going to be a different experience. In Gunbird 2, it's so easy to create a pattern. Large enemies wait so long to fire anything so I can take them out before they threaten me. Now my world's upside-down with 1945 II. I can't just punch out the large planes and forget about them--I have to dodge a couple of bullets, I have to consider whether to use a charge attack, and I have to hope that these planes go down before they threaten me any more. But unlike 1945 I, at least I have some hope. If I manage my charge gauge properly, at least these planes would go down quick enough before they scare me to death. I'm willing to take on this new challenge. I may have to dodge more bullets than I did in Giga Wing 2 or Gunbird 2, but I hope that in the end, I can dodge them with just as much ease. [01 Feb 2003, 01:17 PST] Another life Yesterday afternoon, I saw an arcade technician unscrew the marquee panel on the Gunbird 2 cabinet. I knew my reign of terror ended by then. This depressed me--all the thought I put into this game, I cannot put into practice for a while. Although I expected this to happen, I never thought it would happen so abruptly. The Bearcade manager did say he might replace the game. Guess what it is--Strikers 1945. Cheapest shooting game to lease, I guess. But I've played this game many times on the emulator, and I didn't like it much. And when I played it in the arcade, I couldn't bring myself to devote my time to this game. My problem with Strikers 1945 is that there's nothing much to manage. Just consider when to bomb and when to use the charge weapon. The rest is dodging the bullets. And I have to dodge lots more bullets then I would in Gunbird 2. No matter what weapon I use, I can't destroy the enemy as quick as I want. I have to dodge everything. That's the great thing about Gunbird 2. I can use different weapons to eliminate threats quickly, to eliminate threats with certainty. In Strikers 1945, I feel overwhelmed. Dodge everything and hope the weapons kill the enemy before I'm driven to the edges of the screen. It's just not fun. I can't devote my time to this. Where do I go from here? I enjoyed the arcade experience. I know I can't reset the game whenever I please--I must make every game count. I liked formulating strategies, I liked using more of my logic to figure out what's going on and seeing how it would apply to other situations. And when it's time to play, people leave me alone. I can leave my worries behind the arcade doors and put my strategies to practice. And if my game goes out of control, I can allow myself to take risks instead of pounding the reset button and looking futilely for the perfect game. The arcade experience molded me into a more aggressive player, a more focused player. I'm hesitant to settle for a Dreamcast port of either Gunbird 2 or Giga Wing 2. I'm less relaxed at home. Who's going to stop by my room and disturb me? How can I constrain myself if I make some foolish mistake? And I can no longer return to emulation to play these games as seriously as I would in the arcade--I know I'm not playing the real thing, so why pretend that I am? It sucks that I have experienced this when worthy shooting games have nearly disappeared from American arcades. Now I'm scrambling to relive the experience. Maybe at Sunnyvale Golfland, where I'm told there's a Strikers 1945 II machine there? Maybe I can drive for six hours to Pak Mann Arcade in Pasadena, where I can play Gunbird 2 again? I expect arcade managers to give up on worthy shooting games someday. Amateurs hate them because they're too overwhelming and experts play too damn long on them because they're so predictable. It figures why fighting games keep the arcade scene alive. Each fight lasts for a few minutes and experts keep feeding the machine, vying to be the best fighter in the nation. That keeps the cash flow going. But in a couple of years, when I earn enough money, I want to give these worthy shooting games a home, my home. Even if I'm less relaxed at home, at least I get to enjoy the games that interest me the most and I can record replays from them. These I cannot enjoy in the arcade. But right now, I have little money to spend, so I hope to find another arcade that supports my interests. [27 Jan 2003, 21:10 PST] One life In the past few weekdays, I played a few games of Gunbird 2 in the arcade. I can consistently clear the first loop and sometimes, I manage to get past 2-1. But I make tons of stupid mistakes and I still haven't completely figured out when I should use my bomb without destroying the flow of my game. But then there's a new problem thrown into the mix. What do I do when I'm underpowered? When I die, I'm left with a shot level of 2. Sometimes, I need a shot level of 3 to clear a certain group of enemies, before another group comes in and messes things up. So what if I need the extra power and I don't have it? I waste a bomb. I would end up using bombs I would've never used if I had a shot level of 3. I thought about this a bit, and I think the best way to get around this is to clear whatever goal I have in one life. It's tough to regain control of the field when I die and revive underpowered. So the two bombs I would get from dying would be wasted trying to power myself back to maximum. The bomb distribution I devised with deaths in mind just doesn't work for me anymore. So I may as well learn to dodge a few more bullets. It begins, then, in 1-7. A couple of times, I've nearly cleared the first round in one life, but I do something stupid in 1-7 and I become miserable. I think the X-wave from the mid-boss there has been causing me problems. If I can't find an opening, I use a bomb, but then I'm too low to drill the boss in time, and I would die to the following attack. I can see why a few experts use Tavia, now. Although her bomb cannot clear bullets immediately, she can still run about the screen and destroy stuff as usual. The trouble with her is that she's weak against the bigger enemies and I would have to bomb their attacks anyway. So I'll stick with Alucard and go for perfection. I'm a bit frightened by this new plan. Beating the entire game in one life? It's enough to clear it by any honorable means necessary, but in one life? Ah well, that should give the BEARcade a bit more cash. [23 Jan 2003, 02:35 PST] The value of clairvoyance On Tuesday, when I returned to the BEARcade, I braced for the worst. I thought Gunbird 2 would disappear and I would have to make a road trip to Pak Mann Arcade in Pasadena to get my arcade fix. But the arcade manager kept it. He got rid of Giga Wing 2 instead, but I didn't mind--I couldn't make any more progress in that game anyway. I still have a long way to go with Gunbird 2, so I appreciate the manager's decisions. But who knows, he may still decide to get rid of it at any time. After playing a game to refresh my memories, I decided to practice at home overnight. Wednesday. After class, I decided to give it a go, I wanted to see how far I would get. I wanted to clear 2-4, even if my approach for the second loop remained fuzzy. But I only made it to 2-3 in the better of my two games. What's holding me back? One, I misunderstood why I use the bomb. It should be obvious to me already: bombs help me escape from an uncertain death. Yet I still take risks. For example, I had only one unit of power entering into 1-4. Should I either (a) use a bomb on Slash because I wouldn't gain enough power on time or (b) save the bomb and instead gain the power from Slash in order to drill him, hoping he wouldn't fire by then? If I had chose (a), I would use one bomb and use the drill on Gimmick. But I chose (b), because I wanted to save that bomb for the future. Guess what. I gained the drill and I used it on Slash, but it was too late. He fired a few bullets, and I was too close to dodge them. I ended up using a bomb, anyway. But now I had no drill for Gimmick and I ended up wasting a second bomb on him. The point: stick to solutions that have only one outcome. The bomb should have provided me such a solution. If I used the bomb beforehand, I knew Slash would be defeated and I knew Gimmick would fall to my drill. There's no time to think about how I would react if I took a risk and failed. The bomb should have also helped me clear the way to the last gray machine in 2-Italy, before all those annoying skull fighters arrived. I knew those orange drones from the right would create a barrier of return bullets, so I have to sit at the bottom of the screen to look for an opening. But by the time I moved up to drill the machine, a skull fighter would run into my drill and fire off return bullets too close for me to dodge. I chose to bomb just when those drones from the right arrive, but what happened? I couldn't move up to destroy the machine. Alucard's bomb lasts for quite a while, but it is weak. The machine remained and I had to deal with all sorts of bullets. I died here. I failed to consider what the real threat here is. It's those orange drones. I should've destroyed them just when the bomb ends, so I can quickly take care of the machine above and eliminate the problem of return bullets altogether. This is why it's important to understand what you want the bomb to do. I only needed the bomb against those drones--I could take care of the machine and the skull fighters more effectively with my other weapons. But I never considered that. I just thought the bomb would take care of everything. And that's wrong. The other major thing I have to consider are those drones. Should I stop firing in order to avoid their return bullets? The only time when it's appropriate is when (1) they're not guarding anything and (2) there's no need to earn power for the charge gauge. One time, a stray bat landed on a drone when my real target was a large turret. When that return bullet approached me, I had nowhere else to run so I died. I should have never waited. In all other cases, I should never hesitate. I hesitated to destroy those drones before the plane boss in 2-Britain, so when I charged my Bat Missiles, a few stray shots hit a few drones running back up the screen and their return bullets killed me. They guarded the plane's turrets and I should have made that clear in my head beforehand. The mistakes I made were moments when I lost control of the game. These were moments when I needed clairvoyance the most. I have a bomb distribution, but when do I precisely drop these bombs? I have an approach to the second round's random stages, but how do I deal with those drones that make me lose confidence in my approaches? I'll consider these questions tomorrow night, when I have a chance to play again. [06 Jan 2003, 20:00 PST] Up in the sky One day, I played through Gunbird 2 and somehow, I ended up in 2-4. It's unbelievable that I can clear the second round's random stages in a real game, but the practice I have done helped me get through them. But my score remained horrible, around 1,250,000. Even if I'm not going for score, I can't help but prove to people that I know more about the game than any other American, and going farther is the only way I will do it. Thus, my new goal is to clear 2-4. And besides, this gives me the opportunity to consider only two places that I should bomb in the random stages, instead of three or five. I don't need to worry about the return bullets as much, now. Clearing 2-4 is going to be rough, though. The stage trip is manageable, at least. Unlike the random stages, there's no place for me to run up the screen against a barrage of return bullets. And I can hold my fire sometimes to get through the tougher parts. The blimps should have been the most difficult parts of the stage, but dealing with them wasn't as harsh as I thought. For the first blimp, I would fire off Bat Missiles and then pop it with a Bat Drill. The problem here is the blimp's fast bullets. There's a pattern, yes, but I haven't figured out a landmark that would help me dodge that pattern every time. Using the blimp's fins is a bit fuzzy. The second blimp is no problem. Lead the bullets from the skull fighters to the right side, let the blimp fire off its bullets and then pop it. Strangely, the blimp is weaker after it fires off that pattern. The first blimp needed some extra shots, the second only needed a Bat Drill. Weird. Where I run into problems is the boss. I have only one or two units of charge from being too much of a pacifist at the end of the stage, so I have to gain a few more units from the boss's front turrets. I have to circle them closely, and then use a Bat Drill on the right two turrets. Very dangerous, as I am slow from here and the left turrets can easily knock me out of the sky. But if I'm successful, I can nudge myself between the two left turrets and knock them out with shot. Then I would chicken out as I would in 1-4, but it's not easy, here. It's kind of tough to find openings in the arcs attack, the second attack in the cycle. Other than that, I need to find out when the airship would self destruct so I could recharge for the next form. I'm glad I learned that landmark for finding the safe spot during the bird's loose spray. I can use Mode7's method confidently from here. [01 Jan 2003, 03:01 PST] And the rocket's red glare What a relief. I finally managed to gain consistency over the second half of the 2-3 Italy stage trip. From the destroyed submarine, here's what I did. Destroy the first skull fighter, and then move to the left edge. The next target is that turret up there. Then slowly move to the right. I think I rushed those skull fighters over there, and that usually pushes me to the right faster, but as long as the right turrets don't aim downward too soon, I'm okay. Now out at sea. I would destroy the large gray machine late because I would sit at the bottom of the screen and wait until I see a good opening among the small return bullets. If I move up too early, I can accidentally shoot a drone from the left side and get caught by its return bullet. Or I could run into a white shot. I know the machine is vulnerable on the right side, so I take my time. After I would rush to the left side and nick off that left turret. After all of its fast, white bullets leave the screen, I would fire off some bat missiles and get rid of that right turret. Then I would lure a few bullets to the right, and then make my way to the left side. I should have plenty of room to do so. The only disadvantage to all this is that I end up with very little energy in the charge gauge. This is important, since I need to end up with two bat drills for the second part of the battleship. But I'll consider this later. For now, I'm relieved that I overcame the toughest part of the second loop I've encountered so far. [31 Dec 2002, 23:57 PST] Return fire I'm frustrated dealing with 2-3 Italy. It's supposed to be the easiest of the random stages, but there's one problem: the skull fighters. They have big return bullets and can also fire in random directions. Very intimidating and can sure make a mess of things. They start causing loads of trouble a while after I destroy the red submarine. That's when these skull fighters begin to arrive. I would sweep to the left and then move slowly to the right. But if those return bullets fire in strange directions, I get shoved to the right side of the screen quickly and die there. They continue to be a problem when I'm out at sea. I want to take out those turrets, but the skull fighters guard them well. When I fire my bat missiles, lots of bullets begin flying in all sorts of directions, and it's difficult to sit still once the barrage ends. I've thought about this a bit, and I think I have some feasible solutions. As for the first scene, I tend to stick to the bottom of the screen. I should try to use some of the room above me, so I can have more space to dodge those crazy return bullets. I should be close enough so that I can destroy those skull fighters quickly, but far enough so I have enough reaction time to dodge the field. This way, I don't let the return bullets control me. As for the second scene, maybe I should wait until those skull fighters begin to leave and then let the bat missiles loose. Just to get more reaction time for those return bullets. I remember this worked well before. I should also begin moving to the left instead of standing still and hoping that the two-way bullets pass through me. Sometimes, a big bullet would knock me out of position and I couldn't take advantage of those two-way bullets anymore. I made great progress otherwise. In Japan, I finally figured out how to dodge the bullets from the last two grey machines. Go through the lane where there's few bullets on either side and then push to the left to dodge the triangle. Stand still and shove to the right to avoid the other triangle. By moving through the fan, I have some space to avoid the triangle. There's no need to squeeze myself into the triangle. I've made tons of progress in Britain. I learned that it's easy to run up to the turrets to destroy them quickly. I learned when the second walker is no longer invincible. I found the boss easy. The only real problem I can think of is relying on fate to let me approach that second walker unscathed. As for the United Stages, my strategies a little bit. Those bandits in the two scene began to piss me off a bit, so I had to devise a better route to deal with them. I can finally appreciate how difficult this stage really is. [26 Dec 2002, 12:23 PST] Paralyzed I've played the second loop versions of the random stages for a couple of hours, and I'm paralyzed how much I've progressed. So paralyzed that I can't bear to play for a while. Alucard's characteristics have a greater impact in the second loop. I look back at the Tavia videos and I can understand why people use her. Not only is she cute, her shot can take out turrets and other strong enemies quickly, so that their bullets don't get in the way of the random bullet mess. It takes longer for Alucard's weak shot to deal with these strong enemies. That means more bullets on screen. That means I have less room to dodge the random bullet spew. That's scary. But I am starting to use his bat missiles more often. At times, they're great to beat up strong enemies that guard the weak but more deadlier ones. Look at the end of the Italy stage: those pirate heads guard that final turret on the right side of the screen. They can take a beating so that turret is free to fire its fast, white bullets at me. But I can use my bat missiles to destroy those pirate heads right away and now I can nick off that turret. At other times, it's good to destroy enemies in awkward positions. I find myself circling around the screen more often, so I need to destroy enemies that are out of my reach. The bat missiles provide that reach. In the end, it's about firmly following a pattern. You can clear the second loop with any character, but you just have to be creative. Now for the stage trips themselves. Italy. Tougher than I thought. The beginning is all right, but the bullets start flooding over after the submarine scene. Two turrets to the left, three floating from the right, and pirate heads and drones in the middle. I would start from the left side and move slowly to the right. But the aerial enemies are so close to me, I don't have enough time to react to their bullets. Even Galford leaves it up to fate to get through this. I hate that. Instead, I would destroy the enemies up close and rush to the right side. That way, I have more room to dodge the bullets. Then I would cut back to the left. I hope to destroy the turrets as I cut back. Japan. There are two large machines at the end. They fire a fan of bullets as usual, but to mix things up, a fast triangle of white bullets. This is tough. Usually, I would swing to the other side to avoid the triangle, but I'm trapped by the fan of bullets. So I have to squeeze through somehow. I still don't know how to deal with this. As for Engalnd, I haven't practiced much on the stage. All I remember is to make the turrets aim the way I want them to aim. It's important to do so throughout the second loop, but more so here, since those large turrets will stay there a while. I don't remember much else. America is a surprise. Once I learned how the stage worked, it became easy. As for the bandits in the town scene, I just lead the bullets away from me. For the cactus scene, I just run around the perimeter of the screen and use bat missiles. This stage is simple because I'm allowed to use the whole screen. Not many aerial enemies come from the top. Wonderful. In all of these random stages, the bosses turned out to be benevolent. Even though they fire off difficult patterns right away, I can still dodge them because (1) I know how and (2) there are no random bullets to mess up my timing. All I need is to accurately position myself at all times and I'm set. [20 Dec 2002, 01:34 PST] Back in control Today, I've regained my consistency. I've managed to enter Stage 2-1 three times out of three plays, twice going in with one life and no bombs remaining. Even just a few plays at home a few days back were enough to remind me how to play the game. Better to die at home than at school. Having only three bombs to spare for 2-1 wasn't enough, though. I expected five. Maybe next semester, I can blow through. My performance would've been better though. The only thing that's keeping me back are stupid mistakes. Sometimes, I think I dodged a bullet too far to the left or what have you. I try to correct my mistakes, but I end up running into the bullet I was trying to dodge. It's better to trust my arm, better to die because I over-dodged instead. I think the key play in my game is learning how to destroy the first two large walkers in the beginning of the fifth stage. It's critical for me to have two Bat Drills ready for the heads after the turrets. Otherwise, the stage is a mess and I would die or needlessly use a bomb. But I don't usually have enough energy by then, so the only way I could save a Drill is to smack both walkers at the same time. The Bat Drill isn't as wide as the Valpiro Punch, but it's wide enough when the left walker parks itself right next to the right walker and begins firing. That walker fires bullets on either side of me so I can safely position myself ahead of time and smack both of them out. Now I can get through the rest of the stage comfortably. Oh, maybe there's another key play. Contrary to what aphrodite said, Alucard can disarm the sixth boss's first form as Valpiro would. It just would take four Bat Drills where Valpiro would only use three Punches. There's plenty of time for Alucard to recharge his fourth drill before those double nets arrive. I must comment that Triple Lei from the TNL boards has renewed my faith in message boards. Although he's playing more for score than for survival, he's playing at about my level. And he's asking good questions that force me to look back at certain patterns and deal with them. I usually find more and more efficient ways to dodge those patterns that way. Maybe I should start a DeCal course of my own like the BEARcade is doing for its Street Fighter games. [12 Dec 2002, 00:09 PST] Out of control Last morning, I completed my final exam on linear programming. I thought I did well, so I felt like celebrating. I wandered into the arcade. I wanted to play a few games of Gunbird 2, check if the joystick and buttons still worked properly, see if I can clear Stage 2-1. I had a winning streak, after all. It should just take me four games to get back there again. Six games later, I still didn't meet the Stage 1-6 boss. After a few games, I became desperate. I took no breaks, I took no time to understand why I would die so foolishly so many times, I wanted to rush to Stage 2-1. I should know everything by now! But all I did was waste time. I let my winning streak get the better of me. But it was also because I was so out of practice. I haven't played much since last Thursday, so when I played today, it looked as if every situation was new. I had to remember what to do on the spot. And of course, I would make mistakes and die on the spot. I don't feel like going back anymore this semester. I'll keep studying for the rest of my exams, so I won't have much time to do any trial runs at home. I want to make every credit count when I'm in the arcade. Maybe next semester, after a winter break's worth of play, I will be ready again. But not now. [05 Dec 2002, 20:19 PST] Be in control I got bored in school. I completed all my homework, and I don't know what to do for the final exams. So I decided to play a game of Gunbird 2. I figured in one out of five games, I would clear the first loop. Not so. I cleared it on my first try. No miss until stage 1-6's boss. But even in one play, I learned a few things. I'm obsessed about the 1-6 robo boss's opening attack. I say go find a safe spot and push down when the last ring of bullets threaten you. You don't need to worry about any other bullets. But now, I have to worry about staying within that crevice. It turns out that if my rank is low, the bullets move slower. I practiced playing at a high rank, so the bullets below me would move fast enough to leave the screen as I pulled down to the bottom edge of the screen. But when the rank's low, those bullets below me wouldn't leave when I wanted them to and I died. I hate rank. Such a tricky thing to deal with. I learn to dodge one way, when rank is high, but when it's low, I must have something else in mind. Guess I just have to find the essential strategy. Here, just stay in the crevice. If rank is low, tap-tap down. If it's high, just pull down. Hmph. I also learned about the proper use of the bomb. First off, I should use it when the threatening attack actually happens. In 1-7 against the mid-boss, I bombed the double sweep of almond-shaped bullets. I feared that I would have to cut my melee attack short when the slow-fast mess arrived, so I wanted to have more time. That wasn't the case and I died approaching the boss. I should've thought about survival more than gauge management. I would have a Level 2 charge in the end, anyway. Next, if the bomb burns out and the next pattern is position-based, don't put yourself out of position. I tried to nick off both bits of the 1-6 boss with my bomb, but when I was out of position, I panicked and wasted more bombs. I have to keep in mind why I'm using a bomb. Is it to attack a whole bunch of enemies or to simply clear a bunch of bullets from the screen. Just keep those purposes in mind, and you should be in control of the game. I guess that's the reason why I cleared the first loop, anyway. For the most part, I know how to approach each situation, and I scraped by. Maybe with a bit more refinement, I wouldn't have to use up a fourth life to clear the first loop. [28 Nov 2002, 11:12 PST] Ten steps forward, no turning back Yesterday, twice I managed to clear the first loop of Gunbird 2 with Alucard. Amazing how quickly I've adjusted to his character. The funny thing is, in the four games I've played, the game drew the U.S. stage as the third stage in all of them. It's some sort of curse. First game, I died in 1-3, so I thought I should conserve my bombs for later. That didn't work. I died fooling around with the bird in 1-4 and the turrets in 1-5. I thought that if I failed to clear the game today, I should practice dodging the later parts when I might have no bombs instead of dodging the earlier parts that I should clear with the bomb. Second game was the usual unmemorable performance. Third game was weird. I died in 1-3 again, so I lost 5 bombs. The only thing I remembered getting out of this rut was through more selective bombing. I didn't bomb the 1-4 jet bird's spiral pattern, I didn't bomb the 1-5 boss's all-way blast, and from there, I forgot. But I dodged stuff much of the way through, and I was more confident doing so because I practiced. And the practice I did at home surely paid off. But I nearly died to the Medicine God again. The one bomb I had, I used it on the triple-pill attack, so I'm left to dodge the frog attack. I killed the left frog as usual, and then waited for the right frog to run its course before killing it. But it still left some stray bullets. I was so relieved to dodge them. And I managed to dodge the following fireworks pattern too. Easy victory from then on. Welcome back to 2-1, Bernard. It was the Japan stage again, but I didn't get so far this time. I took a break with my friends on #shmups, then I went back in for my fourth game. I planned on clearing the first loop with only three lives, and I nearly did it, too. This time, much went according to plan, didn't die until 1-6, stuff like that. But for the Medicine God, I had one bomb left again. Bombed the pills again, but I ran up to the boss, thinking I had another bomb. Whoops. When I was on my final life, I was confused so I wasted my bombs on it for the easy victory. Ah well. But I can't help but feel that no one helped me through this, just capture guides. Sure, message boards has helped me get started with the game, but no one wants to play at my level, now. No one there can give me advice anymore. I can't use these message boards, anymore. All I have left are these capture guides and my web site. I must realize that I can clear the first loop now, and it's time for me to move on. I hope GAL's capture guide can help me figure out the second loop. [25 Nov 2002, 18:59 PST] Two steps forward, one step back Today, I made much progress. Last weekend, I practiced dodging the patterns I would otherwise bomb. And it paid off today. I nearly cleared the game because of that. But first, two quick stories. Early into my first game, the fire alarm went off, probably a false one. That upset me. Now I have another thing to fear. Fire alarms, idiots jumping on the one-player side. But I'm more relaxed in the arcade than I am at home, so I'll just deal with it. Last game, the game drew the U.S. stage as the third. I swear, my performance just falls apart if the game decides that. Ah well. Fourth game, now here was my best game with Alucard. But it was one of those strange games. On stage 1-3, I died in the Italy stage to the battleship's front turrets. I thought I destroyed them all, but there was one in front of me that I thought I destroyed. It breathed its last bullet and spat it on me. And this wasn't the first time it happened, either. So stupid. I did dodge a few tough patterns. I'm more confident handling one attack from the 1-5 boss: all-way ellipses from either shoulders. Here's how I did it. Sit in the middle. Let the first ring reach the bottom of the screen and move to the leftmost portion of the charge gauge. Wait until I see a bullet aimed at me, and move to the third portion of the charge gauge. That's it. It's just a mess of bullets with a simple way to dodge it. And now I can use the second-player charge gauge to help me out. I'm also getting a hang of those small blue enemies in 1-6. As they fire, I would keep tapping in one direction. When I'm starting to reach the edge of the screen, I would wait for one enemy's five-way bullets to leave the screen and then rush to the opposite side, scraping along the opposite end of the two-way bullets. It works quite well. I'm not afraid of them when they're alone anymore. The 1-6 mid-boss's opening attack is easy. Move left a little bit, and move left again to the small gap in the last ring. I still feel afraid to approach this attack since it's so dense, but I'm feeling more and more at ease dealing with this, now. 1-6 boss. The first net is still giving me problems. But the double nets attack is easier. Find an opening and go to the middle of it, let the second net run its course and dodge from there. Easy. Okay, I think I got lucky through 1-7. Had a bomb for the pillars and another for the mid-boss's bullet trap, where it would fire two lines of slow bullets, re-aim, and fire a fast line. So confusing. Skip over to the Medicine God. Good thing I practiced this part. I would bomb the triple pill attack and the frogs, but I had no bombs left, so I dealt with it. For the triple pills, charge up and release to destroy those pills. As for the bullets. Tap twice to the left, wait a moment, tap twice, wait, continue this until I'm clear. For the frogs, I would destroy the left one with my drill, wait on the left until the Medicine God fires its laser, and kill off the right one over on the right side, where there are fewer bullets. The embarrassing thing is, I thought it would be easy from here. The two fireworks attack again. Start at the right, move to the left to dodge the fireworks from the left. But I didn't move to the upper-left for the right one. I stayed at the bottom edge. I paused a bit so I didn't get driven into the laser, but there was no room. I died. What a waste of effort. I will practice for tomorrow's games. I have a new bomb distribution in mind, I know that I'm doing well with Alucard, I just need to get it all together. Maybe I'll declare victory over my Big Game tomorrow. [23 Nov 2002, 08:48 PST] Another wasted day Yesterday, I wasted four hours in the arcade. At first, I didn't feel prepared to take on Gunbird 2. Giga Wing 2 it is, then. Three times, I played it. Three times, I cleared the game. So what. I never beaten my high score of 35 quadrillion. I had a good run in my third attempt. A multiplier of 320 million in the first stage and over 370 million in the second. But I ended up with only 420 million or so in the third. I don't understand this stage. Two of the volcanoes are tough to trigger, and I end up missing the last one in the end of the boss battle. I also tried to milk the fourth boss. Yes, I bombed the wall patterns, but I try to divert my bomb laser away from the boss. And I ended up dealing with his final patterns. I thought it was easy, just a bunch of random scatter with a winder as bullet fodder. But it turned out to be tough and I think I used a bomb there, too. And at the end, I only ended up with an extra quadrillion points. How lame. Maybe I'm not collecting those medals efficiently. Also, I always end up missing one volcano in each stage. I hate it. Yes, I can perform consistently enough to survive. But I just don't have the right procedures in mid to trigger a volcano every time I want to. I should be working on that, but trying to do so in all seven stages is too great of a task. Maybe later. So I got bored of Giga Wing 2, and I decided to try out some other games. Puzzle Fighter, Point Blank, Dungeons and Dragons. I've played Puzzle Fighters for a while, but one guy kicked me out of the machine with skills outclassing mine. So I'm still rusty. I expected to do fairly well at the other two games, but I never managed to get far. With some practice, I'm sure to do well in them, but I don't feel like it. My hear's set on shooting games. So after all, I decided to jump into Gunbird 2. I started off with Valpiro, and when I was done, I don't miss him anymore. I've grown accustomed to Alucard's quicker speed and my timing's based on Alucard's character, so I'm not in the groove to play as Valpiro. With Alucard, I managed to get a wee bit further into stage 1-7. I kept dying to those enemies that shoot bullets in a 3-4-5 formation, though. If I don't destroy them quickly, they sure can make a mess. Now it's the weekend, so I should have plenty of time to practice on the emulator. Even though it deviates from my goal, I want to practice dodging patterns I would otherwise bomb. That way, should I die early on, I would know how to dodge these patterns so I could try to salvage my game.