Difference between revisions of "Choujikuu Yousai Macross II/Techniques"

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(Created page with "==General techniques== {{KGPTechInfo |anchor4 = 30hz shooting mechanics |techname = Autofire shooting mechanics |content = A quirk of the game's collision detection, combined...")
 
 
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==General techniques==
 
==General techniques==
 
{{KGPTechInfo
 
{{KGPTechInfo
|anchor4 = 30hz shooting mechanics
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|anchor4 = Speedkilling
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|techname = Speedkilling
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|content =
 +
 
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|examples =
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* example
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}}
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{{KGPTechInfo
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|anchor4 = Shot limits
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|techname = Shot limits
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|content =
 +
 
 +
|examples =
 +
* example
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}}
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 +
{{KGPTechInfo
 +
|anchor4 = Autofire shooting mechanics
 
|techname = Autofire shooting mechanics
 
|techname = Autofire shooting mechanics
|content = A quirk of the game's collision detection, combined with '''autofire sync''', is the reason that so many enemies, shots, and bonuses seem to slip through the player's stream of shots.
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|content = Enemies often seem to slip through the players' streams of shots in ''Macross II''. These are the result of quirks in the game's collision detection combined with quirks in how '''autofire''' works.
  
 
When using
 
When using
  
 
|examples =
 
|examples =
* https://youtu.be/J7AMjtvKSW8?t=421 Getting stuck inside a boss and doing more damage than normal shots or subweapons
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* example
 +
}}
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{{KGPTechInfo
 +
|anchor4 = Enemy healing
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|techname = Enemy healing
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|content = In the engine ''Macross II'' runs on, many objects fully restore their health/HP/remaining life when they change state. "Changing state" be something as simple as the enemy "turning around" and flying the other way, or starting to accelerate. It's not known exactly why this happens. Sometimes it's because the enemies are coded to delete themselves and silently replace themselves with another object that is, for instance, turning the other direction.
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 +
Regardless, when possible, it's best if enemies are burst down with damage, for instance combining the main shot with a homing missile directly as it spawns, giving no chance for the enemy to change state and heal itself.
 +
 
 +
|examples =
 +
* example
 +
}}
 +
 
 +
{{KGPTechInfo
 +
|anchor4 = Pointblank M missiles
 +
|techname = Pointblank M missiles
 +
|content =
 +
 
 +
|examples =
 +
* example
 
}}
 
}}

Latest revision as of 02:52, 17 July 2025

General techniques

Speedkilling

Technique: Speedkilling


Examples
  • example

Shot limits

Technique: Shot limits


Examples
  • example

Autofire shooting mechanics

Technique: Autofire shooting mechanics

Enemies often seem to slip through the players' streams of shots in Macross II. These are the result of quirks in the game's collision detection combined with quirks in how autofire works.

When using

Examples
  • example

Enemy healing

Technique: Enemy healing

In the engine Macross II runs on, many objects fully restore their health/HP/remaining life when they change state. "Changing state" be something as simple as the enemy "turning around" and flying the other way, or starting to accelerate. It's not known exactly why this happens. Sometimes it's because the enemies are coded to delete themselves and silently replace themselves with another object that is, for instance, turning the other direction.

Regardless, when possible, it's best if enemies are burst down with damage, for instance combining the main shot with a homing missile directly as it spawns, giving no chance for the enemy to change state and heal itself.

Examples
  • example

Pointblank M missiles

Technique: Pointblank M missiles


Examples
  • example