While the controls are simplistic, what's been taking some getting used to is the timing for when to let the ball go. It also feels to me like the minimum number of moves to clear the screen is necessary merely for survival (score would just mean memorizing that minimum number and doing it swiftly, as my understanding is that time bonuses are way more important than chain bonuses) on almost all the stages. Which is.... well, the last time I experienced that in a game, I wasn't under time pressure proper.
I'm going to try to not rest until I, at the very least, match the score I got in last week's game.
You miss just one shot on some of these and it's curtains. This stage isn't really that hard, just let go of the lever (it's all you need!) a smidge too soon.
I find myself struggling to get the motivation to play this game. As far as I am from my original goal, I'm taking this score as my final one for the week.
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Apparently Shock Troopers is just Mercs with shitty controls.
I don't recall there being melee attacks (which are crucial to high scores in both Shock Troopers games) in Mercs.
For those who haven't figured it out yet, stage clear time influences the sequence of orbs. An example of how to manipulate this: I find that lingering a tiny bit in 1-1 to finish w/ 18 secs allows me to set up a faster solution in 1-2.
Delaying before firing the red orb in 1-6 briefly also seems to give me a nice sequence in 2-1. Maybe 8 is a good end digit, heh.
No new score just yet, I'm hoping to break my score at least one more time. I'm not sure if I care enough if I can finish the game in one credit though, getting into set 4 would be enough for me.
I'm trying not to watch super plays for these games so I'm curious what other peoples early scores are. Different times on stage 1-3 and 1-4 are the only thing that changes my 1-x scores. I average 500,000 before 2-1, my best score was 557,800.