Landed a hard clear using all planes (
video here):
[img width=317 height=222]https://i.imgur.com/ivdnEd0.png[/img]
5,978,800
Fro, to your question about scoring--couldn't you (in theory) counterstop at one of the battleships? They spawn enemies infinitely which give you points.
Key lessons that went into this clear:
-When you pass the turrets on the first train boss, stay to its right as much as possible. This makes dodges cleaner (weaving between fewer diagonal bullets) and lets you do more damage. Only move up if you absolutely have to, but when you do, zipping over such a large area will make it easier to dodge the fire from any remaining turrets.
-The ceiling in the opening of stage 2 and the floor during the midboss and boss of stage 2 are both decoration. They don't hurt you. It helped me so much when I realized I could ignore how close I was to them. (It's also misleading that they would put ceiling and floor graphics in--just leave those elements out if I can't collide with them.)
-When you fight battleships, you blow open a hatch to reveal a weak point. It creates a little indent for you to fly into. The bottom right lip of that indent is decoration. It won't damage you. Now obviously you
can get damaged if you fly into other parts of the battleship hull, but you can fly fine right over this one patch. Another case of graphics lying to you about hitboxes, but this time it's worse, given the close quarters you're in. Those few inches on the battleship are precious.
-The stage 4 midboss can't touch you if you stay at the bottom of the screen. Rather than fly over top, where all of the gooey weak spots are, you want to fly under and poke up from either side. The right side of the boss in particular is safe for long periods of time. Bullets can get you there, but I'm not sure the ship itself can fly into you there.
-During the entirety of the stage 4 boss' flying phase, the bottom left corner of the screen is a safe spot.
-Something I realized long ago, but worth mentioning: bomb the UFOs on stage 5. They give you tons of stuff. One of them gives you a 1UP in stage 6.
-I hate the electrical barrier on the underside of the stage 5 boss' weak point.
-During the inside portion of stage 6, the turrets on the underside of structures are a pain. Wait for them to shoot, then zip past. (Do a macro dodge instead of a micro dodge, if you will.) It's tight, but I really can't dodge them if I'm up next to them.
-When the stage 7 blimp extents two long branches, one above and one below, stay at either the top edge or the bottom edge of the screen. Bullets from the closer branch will be more direct, making it easier to gauge and dodge. Bullets from the farther branch will be further spread apart.
-When the stage 7 blimp loses both branches and opens its afterburner in the back, stay lined up with the fire. The blimp will shoot a spread that will not line up with you this way. Occasionally, he will shoot a long pulse of bullets directly at you. I try to micro-dodge by staying in place as long as possible, then weaving between the aimed bullets and the inner bullets of the pre-baked spread shot.
-If anyone has figured out the giant fireballs on the final boss, I'm all ears.
And one thing that bugged me: I'm pretty sure homing missiles only sustain one hit, but shooting them doesn't always kill them. I feel like my bullets must move so fast that their hitboxes skip
over some homing missiles--as if there's a safe spot between my shot on one frame and the next frame.