Zero Defends Cargo with a Single Shield Boomerang Throw
Stealing the cargo from the Neo Arcadia Train and protecting it from the Carryarms that seek to retrieve it is a mission of vital importance for Zero to undertake in pursuit of Elpizo’s plans. It’s for that reason that I’ve decided to treat the task in the most frivolous manner possible, assuredly causing Elpizo a great deal of anxiety.
Equally pragmatic and hilarious, my strategy here is to exploit the Shield Boomerang’s physics to create an impervious barrier of sorts, one that’ll automatically cleave through any Carryarms that dare to encroach on the precious supplies. The premise is simple: by performing the initial throw of the Shield in a very specific way, you can keep Zero inside an imaginary “bubble” and win just by slightly stepping to the left or right when needed. As you may expect, things are a bit more precise than they may appear on the surface.
To use this method even somewhat consistently, you need to develop recognizable cues for your positioning and timing; simply winging it won’t cut it here. Horizontal spacing is up first. The Shield’s orbit has to be relatively concentric around the top two crates. If the orbit is shifted too far to the left or right, then the Shield will inevitably sail by a Carryarm without slicing it at some point. When you jump up to the leftmost crate, the back of Zero’s front foot should be a few pixels away from the ledge—about 3 to 4 if you denote it in the GBA’s original resolution. It’s imperative that the Shield is only at Level 1 here, as any upgrades you unlock increase its throwing distance, rendering this method ineffective.
Jump timing, jump height, and release timing are next. Concerning when you should throw the Shield, there are a few different points in time that you can do so and still get a favorable pattern from the Carryarms. I chose the pattern I did for entertainment purposes. There are a few close calls where Zero looks like he’s about to be converged upon before the Shield comes in for the last-second save. Experimentation will yield different visual results.
To replicate the style seen here, I have both audio and visual cues. For audio, I listen to the background beats of Crash II. They’re quite subtle in the GBA version, particularly when overlapped with the sound effects of the train rumbling across the tracks. Oddly enough, I find it easier to hear the beat at lower volumes. Later versions of the games have clearer, less compressed audio, so the tempo should be easier to distinguish. Counting the classic loud note that each Crash song begins with as the first beat, I count five more of the thumping beats for a total of six. After the sixth beat, I jump up and release the Shield right about where the seventh beat would play.
Visually, you want to wait for the first Carryarm to grab a box and begin ascending, then match its ascent with a jump. Done correctly, the Shield should tear through the first Carryarm, causing the box to drop, and then hit the second one just after it latches onto a box, but before it begins rising. If you’re too late, the Shield will reflect off the box, and Zero gets to watch the cargo float to the heavens. Too early, and the timing for when the remaining Carryarms show up will likely be out of sync.
Jump height is the last bit of discussion surrounding technique. It’s necessary to release the Shield at the zenith of Zero’s jump, which entails releasing the button very slightly before arriving there, since the throwing animation incurs a few frames of delay. Throwing too early or late will result in Zero collecting the Shield while shuffling around atop the crates, or, worse yet, accidentally performing an upward throw while mid-air. Normally, that’s a helpful technique, especially during boss fights, but here, it’s purely detrimental.
If all goes well, you’ll get to lounge around on the crates for a bit and enjoy some leisurely mechaniloid slaughter. When moving Zero, remember that his hitbox is forward-facing rather than being directly at the center of his body, so don’t get overzealous and walk too far forward, grabbing the Shield in the process. Only minute repositioning is required—the sprites of the Carryarms can harmlessly overlap Zero’s back leg.
I didn’t spend an exceptional amount of time on this, but even with my minimal investment, I started to see consistent results. With enough practice, this could certainly be integrated into a proper stage run. The last little tidbit I’ve got is about unlocking Forms. Using this strategy is an automatic ticket to unlocking Defense Form. However, that’s provided that you don’t also fulfill the conditions to unlock Active Form. When multiple sets of conditions are met, the Form you get is determined by alphabetical order. A bit of a crude system by my appraisal; it would’ve been nice if two or more Forms could be acquired per mission, but alas.
Thanks for watching! As always, any questions or comments you may have are welcome.
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