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There are 2 types of ways the enemies spawn: 'Dynamic' and 'Scripted'.
There are 2 types of ways the enemies spawn: 'Dynamic' and 'Scripted'.
*Some events on each level are 'scripted' or 'predefined' -- for example, near the beginning of Level 3 you will always be attacked by a group of type 2 Degids regardless of the aggression level. However, the entrance positions of "Scripted" enemy spawns can vary and are often determined by the position of your ship. For an example, if in the beginning of level 1, you move to the right side of the screen, a Sart will appear on the left side of the screen and vice versa.
*Some events on each level are 'scripted' -- for example, near the beginning of Level 3 you will always be attacked by a group of type 2 Degids regardless of the aggression level. However, the entrance positions of "Scripted" enemy spawns can vary and are often determined by the position of your ship. For an example, if in the beginning of level 1, you move to the right side of the screen, a Sart will appear on the left side of the screen and vice versa.
*On the other hand, when you see Type 3 E-Fains or the larger non-capital ships like Mortars, Yellow Logas and Golgos in places where they don't otherwise appear, you can assume that the Aggression Level is very high. Some of the 'Dynamic' enemy patterns won't reset completely after dying, destroying Sart or even if the game is over and new game is started. To reset the AI completely, a game reset must be made.
*On the other hand, when you see Type 3 E-Fains or the larger non-capital ships like Mortars and Golgos in places where they don't otherwise appear, you can assume that the Aggression Level is very high. Some of the 'Dynamic' enemy patterns won't reset completely after dying, destroying Sart or even if the game is over and new game is started. To reset the AI completely, a game reset must be made.


The number of enemy projectiles on the screen is limited. When the number of bullets exceeds a certain number, some of the enemies start to fire less frequently or not at all. For an example, when 2 Combo Cores start to fire constantly, then one of them fires much less frequently or stops firing altogether until the other combo core is destroyed. Sometimes the projectile limit causes some of the projectiles to disappear automatically.
The number of enemy projectiles on the screen is limited. When the number of bullets exceeds a certain number, some of the enemies start to fire less frequently or not at all. For an example, when 2 Combo Cores start to fire constantly, then one of them fires much less frequently or stops firing altogether until the other combo core is destroyed. Sometimes the projectile limit causes some of the projectiles to disappear automatically.
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