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Article - How to Study Shmups, Dissect SuperPlays, and Create Efficient Routes By Juju Kenobi

A Guide to High-Level Play by Juju Kenobi

Edited and Localized by Mark MSX

Foreword by Mark

After  collaborating with Juju on his Shmup Spotlight article for the  website  and digesting many aspects of the article to try and incorporate  into  my own play (especially in light of my continual frustration with  the  Dodonpachi 2-all), I found myself wanting to know more about the   specifics of how he goes about learning a game as strict as Dodonpachi   DaiOuJou. Being the pushy guy that I am, I asked if Juju would be   interested in doing a follow up article about the specifics of his   learning methods and, being the homie that he is, Juju agreed and   followed up with this article. I really do think it is very valuable   advice for players wanting to push themselves further, learn faster, and   play more efficiently.

Introduction

To  begin, I would like to say that this is not a practice regimen  that I  insist everyone has to follow, but since Mark asked for details, I  will  try to describe, as best as I can, how I have enjoyed playing  shmups  during the last year.

This  write-up will mostly cover my learning/playing of Dodonpachi  DaiOuJou  Black Label and a little bit of me learning Ketsui. These are  examples  of games that I played with scoring in mind. With that said, by  no  means, do I think everybody should play and enjoy shmups the same  way  that I do. I’ll just try to present an honest and accurate  description  of my way of doing things.

You may  want to start scoring a shmup for different reasons. You may  really  like a shmup and want to learn more about it, it may be a  (friendly)  competition, or maybe you just like playing for score.

I  won’t spend much time explaining why playing a shmup for score is   really interesting. Prometheus has already written a great deal about   this in his guide “Full Extent of the Jam.”

*Editor’s  note: Full Extent of the Jam was a huge influence on how  I got into  the genre, so it is absolutely a recommended reading, please  do check  it out. It’ll be linked at the bottom of the article. I’ll  also link my  interview with Prometheus about this guide as well.*

I  will just say that in some games, ignoring the score will make you   miss a good part of what the game has to offer. For example, chaining in   Dodonpachi DaiOuJou really gives the game a great rhythm and flow, and   so I never find the first stages boring or annoying because of the   scoring system.

Before diving into  scoring, I usually play the game quite a bit. I  try to at least get a  good feel for how it plays (I won’t spend hundreds  of hours on a game I  don’t like ^^). This way, I know which ship I  prefer, how the enemies  behave, how the bosses act, and get a general  impression of the  different patterns.

Part 1: How to Start

First,  I try to gather as much information as I can about the game,  I’m quite  the studious person. I don’t mind reading a lot before diving  into the  game. If the game is fascinating to me, I enjoy every second of  this  process. This may seem like homework to some people, but if you  want to  have a really good understanding of what is happening in the  superplay  videos, this is quite necessary. And even after that, you will  still  be amazed at how much you can learn.

For  Dodonpachi DaiOuJou, Pazzy’s annotated videos were a true  blessing.  Other than that, I watched the Prometheus Special  Demonstration video  on Icarus’s channel and the STG weekly episode about  DOJ.

*Note:  all of these videos can be found on the DOJ BL & WL  video index  pages, which are linked at the bottom of the article.*

I  then asked Blackisto (a strong Dodonpachi player) about shmupmame,  as I  saw him using it on his stream. I wanted to know how to use save   states properly.  I decided to play Black Label because it seemed more   fun according to Prometheus’s posts on shmup.com and Feedbacker was   playing this version so I hoped he could answer my questions. Then I   took several famous replays: WY 3.58bil, LYX 3.2bil, both of Pazzy’s WL   annotated replays, Fufufu’s world record on White Label, the Prometheus   Special Demonstration, and VioletHatPurple’s 1.6 billion run. My idea   was to learn the best strategies, if possible, but when I couldn’t   understand or do it (because I’m not good enough), I could try other   alternative strategies.

I have  been playing the piano since I was six, and from that  experience I  learned a way of doing things that I enjoy reproducing with  shmups.  When you want to learn a new piece of music, you first learn  how to  play each hand alone, determining what finger to put on each key.  Next,  you memorize the partition for each hand alone, then you try to  put  the two hands together, small section after small section. Then,  every  time after learning a small section, you try to play everything  you  have learned until you finally learn the whole piece. And of course,   many times during my learning process, I also listen to the piece   interpreted by better musicians. Sometimes, when I can’t figure out   which finger to use, I try to watch what other people do, sometimes I do   things my own way because I’m more comfortable with my own approach.

So  I did the same with Dodonpachi DaiOuJou. The good thing with  DaiOuJou,  or other Dodonpachi games, is that it is very easy to judge  whether or  not what you are doing is good enough. As long as you can  keep your  chain and make the hypers drop at the same time, it’s good  enough for a  start. This differs from a game like Ketsui or Futari,  where you will  have to be your own judge, deciding which amount of  chips/gems is good  enough.

The first thing I tried to  do was very basic. I wanted to chain until  I activate my first hyper  on top of the tower of Stage 1, as you can  see in most superplays. This  looks really easy at first. But you quickly  realize some difficulties.  In order for this to happen, you need to  kill the enemies in a  specific way (with your shot or your laser), there  are some timings  that have to be respected ….

Usually,  I told myself: “I need to execute this small section three  times in a  row without any mistakes before learning the next section.”

Very  soon, I found myself trying to find visual cues in the  superplays.  Where should I stand on the screen to kill only these  enemies and leave  the ones I need alive? At what exact moment do I need to start moving?

Before starting a new stage, I would re-read all Pazzy’s annotations about the stage, then I would start learning it.

Usually,  the best way to practice for me was while at home. I would  determine  the small section I needed to learn, usually 10, 20, or 30  seconds  depending on the complexity of the section. Then, I would watch  the  superplay, try to determine a visual cue for every movement or  action,  and then try to reproduce it. Easier said than done ^^.

In  addition to at-home practice,  I was watching superplays during my   lunch break at work. Since I couldn’t really practice there, I would   rather try to find as many visual cues as possible, so this way, when I   get back home, I would not need to analyze the replays too much. By   doing this, I ended up with many written pages of routes and visual   cues. The funny thing is that you can know which routes I studied at   work because when I was practicing at home, I didn’t need to write   anything as I was practicing the sections immediately. My Ketsui routes   are all written down for the first loop :p

Juju’s handwritten Ketsui route notes (in French).

I  proceeded like this until I finished learning a stage, before the   boss. At that point, I would work on doing the whole stage without any   major mistakes. In the case of DOJ, this would mean no chain breaks, no   deaths, and no missed hypers. Usually, you will find that when you are   trying to put all the sections together other difficulties/small   problems will arise. Sometimes, the execution between two sections is a   little bit messy, or sometimes the savestates give you too much comfort   and create bad habits.

However,  if you need more than ten tries to do it, this probably  means you need  to rethink your approach and learn some of the sections a  little bit  better.

For me, the boss fight was  the reward after learning the whole stage.  Boss fights are typically  less about execution and more about dodging,  which I’m more familiar  with, thanks to Touhou. Boss fights are also a  nice break from learning  the stage.

With bosses, you need  to experiment a lot. You should try to  determine what is static, what  you can influence, and what is random. If  something is really  difficult, you can watch the superplays and try to  determine if there  is some logic behind every small movement. You will  be surprised by how  much you can discover once you are familiar with the  game.

When  I finally became satisfied with my knowledge of a stage and its  boss, I  would move to the next stage and repeat. I really love this  specific  period of playing because you are learning a lot and you feel  like you  are always getting better at the game. Everything is new and  everything  feels fresh. You are rewarded for being active and trying to   understand as much as you can.

It’s not the time to start grinding yet.

After  I finish learning the first big milestone (usually the first  loop), I  then go ahead and start doing a few runs. I typically really  enjoy  these first few runs. You probably don’t have a real PB in the  game and  you will likely improve it with every run that you do. But very  soon,  you will start to see the problematic sections in your runs.

From this point is when I start to push for more consistency.

Part 2: Grinding and Consistency

Congratulations,  you’ve reached the point where you have started to  know the game very  well! You have memorized every section one-by-one and  practiced the  execution of each one of them quite a lot. But still, you  will likely  find yourself dying at several points during your runs and  this is  where you really need to push further.

I  have a real appreciation for tight execution and timings. When I   worked on my routes, I try my best to find “THE ANSWER” to every   section. If I die to something, especially during the stage sections, I   have to know why.

Investigating  my performance is really important to me. If I died  because I was  really off my timing on a certain section, it’s alright, I  will just  check after the run to ensure that I can do that section  several times  in a row. But if I did everything I was supposed to do and  still died,  this means that my knowledge about the game is not good  enough.

During  practice, you need to be quite judgmental about what you are  doing. If  you break your chain you need to know why. You can’t just try  to do  the same thing over and over and be satisfied because it works  half of  the time. If something doesn’t work, then you need to adjust  your  visual/audio cues. As I like to say, these games are already  difficult  enough — and you have to deal with the pressure of your own  mistakes —  you don’t want luck to be a factor. If luck is unavoidable,  then you  want to reduce the impact of luck as much as possible.

For  example, in Dodonpachi DaiOuJou, if you want to score, you need  to be  able to no-miss no-bomb every section of the stage without  breaking  your chain. This is completely doable, the game is well  designed. So  every time I died during the various stage sections, I knew  it was my  own fault. Either I made a movement/positioning mistake or I  tried to  “luck out” a section.

The best way  to correct movement mistakes is grinding. By doing the  sections of the  stage over and over, after I am convinced that if I  respect everything  I know about the stage, then everything just comes  down to memorizing  the right timing, like notes on a piano.

If  I died from something unexpected or from something other than   mistiming, then it’s probably because I was lazy and should have learned   a section better.

Moral of the story, don’t be lazy, please improve your routes. Then, when you feel confident about them, grind them.

It  is a feeling I am familiar with when learning a piece for the  piano.  There are often some troublesome sections. You can feel that when  you  play them, they are a little bit messy, imperfect, but they are alright.   Someone who is not into music probably wouldn’t notice them. But, as a   musician, you need to be honest with yourself and improve these  sections  if you really want to master what you are playing.

At  least, in shmups, the game tells you directly that you are wrong   either by destroying your ship or holding back points. It’s an impartial   judge, most of the time.

Juju hitting the midboss link

Moving  forward, after I feel confident enough with my grinding and   adjustments, I start doing runs until I put up a score that reflects   what I have learned. After that point, I then learn the rest of the game   the same way: lather, rinse, and repeat. Do some runs, see what’s   wrong, make some adjustments and grind again.

In the end. I am pretty sure that I spent 80% of my time learning and practicing and only 20% of my time doing runs.

*Prometheus reported a similar practice to run ratio in my interview with him.*

It  is only when I want to get a new PB that I start doing a lot of  runs,  because runs are also very important. As players, I do feel like  we  need to build some sort of endurance, or at least learn how to  maintain  focus for a long period of time under pressure. The first time  that I  have a good run, I know that I will probably crumble under  pressure.  But after you get in the same situation 10 times, it gets  better. And  if you are able to do it once, you will do it again, maybe  even better  if you keep pushing.

*I’ve  had a very hands on experience with my really bad nerves  while doing  DDP 2-all attempts, the way I’ve gotten better is through  doing full  runs and repeated exposure to the sections that would make me  nervous  before.*

During the period  when I start doing a lot of runs, this is my  routine: I warm up by  doing some technical/difficult sections, the full  chain of 2-5, the 1-3  midboss link, the 2-4 railguns, etc. Sometimes,  when I need a palate  cleanser,  I’ll train on some Touhou spell cards.  After that, I start  doing full runs. Ideally, you can record yourself.

*Somewhat  tangential to Juju’s viewpoint, but please do figure  out a way to  record your runs and highscores. The shmup community needs  more videos  of accessible gameplay, rather than just a handful of really  impressive  superplays. As Juju has demonstrated in his writing, replays  that  utilize different strategies and approaches are very useful. Can  we  please move past the days of our records just being a name and a  string  of numbers?*

Some days, if I feel that I am playing really poorly, or if I feel too frustrated, I switch back to training and practicing.

At  the end of my session of runs, I try to remember everything that  went  wrong during my attempts: every death, every chain break,  everything I  could improve on (this is why recording your runs is  helpful). If I  remember clearly doing a movement mistake, it’s alright, I  just  practice the section a few times and ensure that my knowledge  about the  section is sufficient. But if I die in training, this means I  need to  change a few things.

In the end, I  think it depends on the individual player to find the  perfect balance  between training and runs. Some players are able to  understand and  adjust after every run. This is not something that I am  able to do, so I  end up training a lot.

Links

“Full Extent of the Jam,” a guide to learning the genre written by Prometheus:

https://goo.gl/Fi2zE

My interview with Prometheus about Full Extent of the Jam, as well as DDP and DOJ:

https://youtu.be/dJuhvgkXztk

Dodonpachi DaiOuJou White Label Video Index:

https://shmups.wiki/library/DoDonPachi_DaiOuJou/Video_Index

Dodonpachi DaiOuJou Black Label Video Index:

https://shmups.wiki/library/DoDonPachi_DaiOuJou_Black_Label/Video_Index


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