Back before script, there were tricks to spawn more than one item per animation, using the different shot commands. This was still very limited and awkward as each spawn command has different behaviors, and still only gave a couple more at most. There was also the
Daisy Chain technique by yours truly. Each spawn spawns something else in a chain. Less limited, but extremely messy because each spawn is its own model. Essentially, it's a giant script built with unique models instead of code.
In this old demo of mine from ~2006, the dog and magic are all done without script by spawning some invisible projectile, that spawned something else, that spawned something else and so on. It was a MESS and took tons of trial and error to get working right. These days you can do any of it in ten minutes with four or five lines of script.
I'm just mentioning these for posterity. They're all outdated and not worth attempting. See also: That's why we have script.
DC
PS: Anyone remember all the arbitrary limitations we had back then? Just a few highlights were 4 attack types, 4 follow animations, 32 frames per animation, 50 models total IIRC, 3 layers, one universal 256 color palette, and the engine didn't reuse sprites. Pretty much anything you wanted to do required a crazy hack-around that usually broke all your
other hack-arounds, and we still thought it was a huge advancement over previous versions. Those were the days, lol.