Maidens of the Kaleidoscope

~Beyond the Border~ => Akyu's Arcade => Topic started by: Sapz on April 17, 2012, 10:06:31 PM

Title: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Sapz on April 17, 2012, 10:06:31 PM
You guys know the drill. Shoot some Ups and tell everyone about it here.

SDOJ in three days!
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengeku on April 17, 2012, 10:10:37 PM
Still being curb stomped by DOJBL 2-5 but 2-3 and 2-4 are showing improvements. SDOJ, looking forward to seeing it in full. Also speculating how many years it will be before I can play it on PC.  :V

And yes, this is just a post to get this site to keep me posted about posts in this thread.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: DX7.EP on April 17, 2012, 10:31:38 PM
SDOJ, looking forward to seeing it in full. Also speculating how many years it will be before I can play it on PC.  :V
Chances are the iOS port comes before then :V

Nevertheless, I'm looking forward to SDOJ too.



A few days ago KlLLAH573 and I attempted a 1-round run of DOJ BL online via MAMEHub. Results were as predicted: it was a silly run involving crazy input lag (120ms ping go), 10+ continues for each of us, and (in my case) network processes on my laptop causing the game to fluctuate in game speed (from 62% in ship select screen to 130% on TLB Hibachi :ohdear:).

But it was a blast regardless! May try again with Ketsui or DDP, and on my desktop instead.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Formless God on April 17, 2012, 10:46:19 PM
http://ameblo.jp/cave-cs-stg-dev/entry-11225549238.html

PCB porn, PV in a few hours.
Hyper as fuck

Code: [Select]
http://www.youtube.com/watch?v=qQ3NXPMl2gw
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: [K]KoaMeow on April 18, 2012, 06:32:55 AM
oooh. waiting, waiting.

---

Aside from outdoing myself and dying at 2-5 in DDP, I'm bit miffed at dropping easy combos that I can manage before :/
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on April 18, 2012, 07:04:03 AM
GOTY 2012 BV
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengeku on April 18, 2012, 07:06:46 AM
Chances are the iOS port comes before then :V

Which is of course deeply sacrilegious. Steam you Cavemen. Or bloody Origin if you want to torture me still!

That PV looks pretty sweet too. It's like, better graphics than DFK and hopefully with less emphasis on bullet cancelling.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on April 19, 2012, 04:44:04 PM
What's the game for the next weeks anyway? Last time with DDP II, it went up like 2 or 3 days before the end of the 2 week period, so it's not like we got to play much.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Erppo on April 20, 2012, 12:49:39 AM
I trust Sapz to beat the record from last time!
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Formless God on April 20, 2012, 05:44:18 AM
SDOJ is todaaaaaaaaaaay

I will not be able to concentrate on anything until I see ]-[|/34<#! ;_;
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: jc_foster on April 20, 2012, 11:03:39 PM
I suck at Mushi Futari Maniac scoring. (http://www.youtube.com/watch?v=X2NijgK_Ig8) :V
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Drake on April 22, 2012, 05:55:18 AM
sdoj goty
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Formless God on April 22, 2012, 06:08:36 AM
sdoj goty
This. This SO HARD.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: SAS on April 22, 2012, 12:57:44 PM
Blah blah sucking at shmups.
No-missed Ketsui Arrange until stage 5, then proceeded to game over before Evacceneer.
GG.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Erppo on April 22, 2012, 02:44:31 PM
The best of SDOJ so far:
A-S clear: http://www.youtube.com/watch?v=5epq3AR5rS4
C-EX: http://www.nicovideo.jp/watch/sm17615697
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Sapz on April 22, 2012, 03:24:11 PM
...Well, it's a little less late than last week, at least. :V Enjoy JSS Week-And-A-Bit.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on April 22, 2012, 04:44:57 PM
Nice. Hope i can improve on my Normal 1cc score and get farther on Hard mode.

So far my runs have been derp though. Even if the secret ship isn't allowed for this, it's still nice to have as I like using it for a bit after a set of derp runs and just destroy everything.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: SAS on April 26, 2012, 10:32:21 AM
(http://i.imgur.com/i1tsa.jpg)

Finally a proper run.
Arrange is great.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Azinth on April 26, 2012, 09:52:44 PM
lol, everyone's playing Ketsui arrange and I'm still dicking around with vanilla Ketsui

Just managed to get into the Omote loop for the first time today, game-overing at the 2-3 boss and getting 182m.  I think this was the first time in an actual run that I'd managed to nmnb the first three stages all in a row. >.>  Don't ask how it took me so long, I just kept making dumb mistakes in 1-2 or 1-3 all the freaking time.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Jaimers on April 26, 2012, 10:05:16 PM
Ketsui arrange is silly. (http://www.youtube.com/watch?v=kZnGxrVzYRI)

Perfect DOOM. (http://www.youtube.com/watch?v=bTN34ra6ry4)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on April 26, 2012, 11:12:31 PM
mainly playing DFK and JSS.

No good results on JSS at all today.

Or on DFK.

Getting to the 1-5 boss's Final attack on 1.5 with Power Style just to game over is suck, especially when I plan to not play 1.5 ever again once I get the Power 1-All.. And 1.5 is a very infuriating, broken, unrewarding, completely annoying game to me in general.(and it's worse in the second loop). At least Black Label fixes most of that stuff, though you still have the undodgable crap with Strong Style that has to be hypered away. At least Bomb and Power Style in Black Label is pretty fun.


Still, I really hope I can play SDOJ some day. Gotta hope there's a port. I can tell it'd be so much more enjoyable with it being more rewarding, stuff that can actually be dodged, etc. Looks even better than DOJ from the vids, but as of now, DOJ is still either the best or second best DoDonPachi to me(DFK BL is the one competing with it)


Edit:

No luck with the default ship for the SotW at the moment, but I just got #1 for the Secret Ship leaderboard for Normal Difficulty with a 107 million. And I still think that sucks. Here's why? Scoring with this ship is based on no missing as far as you possibly can cause because of the lack of the default ship's shield, you get a multiplier that never goes down as long as you keep no missing. So I got up to Divine Flow while with no miss(100x multiplier) then I died to it which reduced me all the way back to 1x. Then I no missed the first 2 Ex bosses which would have been very nice with x100 then had a sucky fight against the final attack.

Oh well, back to Default Ship and try to get something actually better on Normal or Hard cause the scores with default ship I posted for SotW are still pretty bad..
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengeku on April 27, 2012, 08:21:20 AM
Still, I really hope I can play SDOJ some day. Gotta hope there's a port. I can tell it'd be so much more enjoyable with it being more rewarding, stuff that can actually be dodged, etc. Looks even better than DOJ from the vids, but as of now, DOJ is still either the best or second best DoDonPachi to me(DFK BL is the one competing with it)

Bah, DOJ is 100x better than DOJ Black Label. DOJ is the best game ever after all. The question is just, can SDOJ become the new best game ever made? It looks awesome. Even if the only way to play it is a 360 port.

However, didn't they say something about Mushi HD being the final game for the 360?
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on April 27, 2012, 04:58:14 PM
Just no missed to Area 27 Normal with default ship in JSS. So this is looking to be my best run yet.

Complete derp mode, end with Lx2. Also died right before capturing the final attack, so crap multiplier on the final boss. End with my worst Normal 1cc score yet. Am now extremely  :( and  >:(
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Sana on April 29, 2012, 02:58:05 AM
I've been playing DOJ BL exclusively for the past few days, aiming for that 1-all. Best I've managed is around halfway through stage 5 :<
My other goal is to get on the shmups leaderboard, which means I have to beat 116 million. My best is somewhere around 95 mil at stage 4, so maybe I'll get there next week?

I also 1cc'd X mode with A-H, score at like 50billion or something. That mode is pretty silly :V
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on April 29, 2012, 03:28:13 AM
Bah, DOJ is 100x better than DOJ Black Label. DOJ is the best game ever after all.

However, didn't they say something about Mushi HD being the final game for the 360?
I think you're one of the few people who prefers DOJ to DOJBL.  To the second part of that post, the 360 is nearing the end of its lifespan.  SDOJ will probably go to a next-gen console.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: DX7.EP on April 29, 2012, 03:58:49 AM
Heh, I prefer DOJBL myself but play more regular DOJ since that is what the iOS version uses. (makes me wonder why they didn't add a Black Label DLC to DOJ iOS with the rest of the silly lot - scroll down a bit (http://www.cave-world.com/en/games/dodonpachi-blissfuldeath.html)).

Next-gen console? Likely, but Steam/PC would be greatly preferred.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengeku on April 29, 2012, 09:02:27 AM
I think you're one of the few people who prefers DOJ to DOJBL. 

Nah, I've hardly ever played WL. I think BL is more fun, what with all the extra hypers and not losing your run if you die on Stage 2-1 and so on.
In other words, whenever I type DOJ, I actually mean DOJBL though I guess I should keep in mind to make that clear to avoid confusion.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Jaimers on April 29, 2012, 06:53:56 PM
Evaccanneer DOOM no miss! (http://www.youtube.com/watch?v=TYXbbE3W36M)

Also I think the confusing came from this:
Bah, DOJ is 100x better than DOJ Black Label.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengeku on April 29, 2012, 06:57:19 PM
Whut?! I wrote that?
Well, shit. Turns out I did.  :V

I meant to write DFK BL but apparently it came out as DOJ BL. Well okay, confusion cleared out now at least.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on April 30, 2012, 12:07:49 AM
DOJ WL would easily be better than DOJ BL if it weren't for the dick move it does at the start of the loop.


Well, the only time I looped either version(I never actually 1cc'd WL yet) I entered 2-1 on my last life anyway.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Sapz on May 03, 2012, 09:39:09 PM
Behold, Hibachi! (http://www.nicozon.net/watch/sm17725955)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: チソウ タイゼン on May 03, 2012, 10:13:10 PM
a huge battleship shameless plug is approaching


There's a new version of my STG. Except most of you probably wouldn't like it because all of the major edits were to make it easier. (http://www.shrinemaiden.org/forum/index.php/topic,12115.msg825666.html#msg825666)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: lumber_of_the_beast on May 04, 2012, 01:31:55 AM
Behold, Hibachi! (http://www.nicozon.net/watch/sm17725955)
Neat. What're the requirements?
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Drake on May 04, 2012, 02:12:28 AM
Something more lenient than no-miss, 4 bombs and all bees.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: SAS on May 05, 2012, 03:15:38 PM
I always have 4 hypers for boss 1-4's milkable attack, but always manage to die -just- before the attack.
Jesus.
I just want to die now.


Hey look some DOJ (http://www.youtube.com/watch?v=V51V7f7DgIE)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: [K]KoaMeow on May 07, 2012, 08:16:43 AM
Behold, Hibachi! (http://www.nicozon.net/watch/sm17725955)
Lots of throwbacks to the old Hibachi patterns.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on May 07, 2012, 03:38:00 PM
Just got a 63.3 million JSS Normal clear with Lx0.

I just wish I could stop derping even for just 1 run. I died right when Divine Expression did. I completely derped Divine Flow. I had 2 derps on Area 23.  I still need to look into where it's profitable for score to suicide for multiplier. At the moment I only do it in 2 spots, but I'm sure it's possible in some others.


I want to get a great score before finally moving on to Hard.

Anyway, how do you deal with the Mirror Shield's lasers on Hard Area 26. It's not too bad when there's only one of them.


Edit: 71 million with Lx4 for Normal default ship. Had a few derps, 1st mirror shield BS'd me, and I accidentally captured one of the attacks I was planning to suicide on. Also got my first no miss of Area 28 Normal with default ship, which I then proceeded to derp the 2 million from not losing a life on it to the opener of area 29 that is easy.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Silent Harmony on May 09, 2012, 12:26:39 AM
So I cant find information on this anywhere else, so I'll ask here. Is there a reason why I can't practice stages 4 and 5 in eXceed 3rd despite clearing the game twice? Can you only practice the first 3 stages intentionally, or am I missing a patch or what? ???

NM got them finally.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: ark on May 10, 2012, 07:03:56 AM
(http://i.imgur.com/v1vS9.png) (http://i.imgur.com/UdgI1.png)

:O

DOJBL 1-ALL o/

3 lives in stock into 1-5. Didn't die at all until the boss final. :O
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengeku on May 10, 2012, 07:13:16 AM
Huh, I had pictured you having done this long ago. I need to loop too... It's just hard since I always miss bees and have to 1-miss the game.  :V
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: AnonymousPondScum on May 10, 2012, 07:19:02 AM
Not dying like a chump at Hydorah now that I have my XBox 360 controller.

I want to play GundeadliGne in co-op sometime. Feel free to PM me if you're interested!
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: ark on May 10, 2012, 08:21:35 AM
Huh, I had pictured you having done this long ago. I need to loop too... It's just hard since I always miss bees and have to 1-miss the game.  :V
It should have happened a long time ago, but I never really played this game a whole lot.

I met the loop condition by getting the bees in stage 1, 2, and 4.

Uploading to youtube (http://www.youtube.com/watch?v=G8dVAHIwc5w).
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zil on May 10, 2012, 10:02:47 AM
Oh, I forgot about this thread. I've been playing DOJBL and beat the first loop. Now I only have to worry about one of those conditions to get to the second loop right, or do I need to satisfy all of them?
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: ark on May 10, 2012, 10:44:45 AM
Oh, I forgot about this thread. I've been playing DOJBL and beat the first loop. Now I only have to worry about one of those conditions to get to the second loop right, or do I need to satisfy all of them?
You only need to meet one of the following conditions:
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: DX7.EP on May 10, 2012, 12:44:25 PM
Or in the case of the iOS version, just 1cc Hard or Hell difficulty.

Finally got a 1-all of DFK 1.5 using A-S on iOS normal a few days ago. Trying to unlock either Tsuujou or Ura loops here - IIRC the requirements in this version are also lower (I think it's just 1cc Normal/Hard plus collecting bees), so it shouldn't take too long considering I usually get 20-odd bees already in a typical run.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zil on May 11, 2012, 04:49:19 PM
(http://oi47.tinypic.com/35l8avs.jpg)

Hurray, I reached the second loop! The bees are certainly the easy way to do it. I got them all in the first 4 stages. Stage 5 was a total mess.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Esper on May 12, 2012, 05:43:46 PM
Well, I bought Guwange for the 360 yesterday and to tell the truth it's got interesting mechanics like moving nonlethal (Unless crushing) boundaries, an amount of hits to a life (Why leniency?), and nonvertical movement only when focusing but in return being able to aim in spots besides where you stand. The gameplay is a great change of pace.

Also the music is fucking awesome.

...And yet I can barely even beat Stage 2 because centipedes.

Oh, I forgot about this thread. I've been playing DOJBL and beat the first loop. Now I only have to worry about one of those conditions to get to the second loop right, or do I need to satisfy all of them?

Speaking of DaiOuJou, is it Region Free or do you need a Japanese 360 to play it? I've been dying to get my hands on it but I don't want to get it all for naught.

(http://oi47.tinypic.com/35l8avs.jpg)

Hurray, I reached the second loop! The bees are certainly the easy way to do it. I got them all in the first 4 stages. Stage 5 was a total mess.

(http://dl.dropbox.com/u/70162917/Good%20Job%21.png)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: DX7.EP on May 12, 2012, 08:33:04 PM
So I "beat" Mushi Futari Maniac on iOS Normal...now why the quotes?

> plays with Reco Abnormal, uses all 4 available credits but gets game over before the S5 1up building
> Game: 'extra continue unlocked' (but this is irrelevant)
> goes to Score Attack, sees S5 unlocked on same settings
> plays S5, spending another 2 credits on Larsa (who's now a problematic bitch while Original one is a manageable one)
> gets epilouge, skips
> Game: 'Ultra Mode unlocked' (time for a real beating XD). Didn't get the Maniac Clear achievement, though, but eh whatever :V

Hilarious oversight Cave. Plus the warning screen (http://pbckt.com/pT.uAgWPZ) for Ultra is silly. :V
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Shimatora on May 13, 2012, 04:10:02 PM
Been playing a lot of DANMAKU death recently... and for an Android shmup it sure is addictive as well as good quality. Online leaderboards are quite neat as well! Anyone else played this?
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Esper on May 14, 2012, 01:08:07 AM
Guwange kills me before I beat Stage 2 because I had to play my 360 on my mother's plasma screen television.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Thanuris on May 14, 2012, 01:37:27 AM
Guwange kills me before I beat Stage 2 because I had to play my 360 on my mother's plasma screen television.

this might help you (http://www.youtube.com/watch?v=lm2Y1W6mFvc)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengeku on May 14, 2012, 08:32:07 AM
Speaking of DaiOuJou, is it Region Free or do you need a Japanese 360 to play it? I've been dying to get my hands on it but I don't want to get it all for naught.

Last I checked, the Xbox 360 version is hard to get a hold of unless you buy it used from someone and the game isn't region free so unless you import a japanese 360 and somehow track down a copy of this game, it's gonna be hard to buy it unfortunately.

It's available on Mame though. (I recommend shmupmame 2.2). It doesn't come with the 360 versions X-mode but that mode frankly does look pretty bad. Haven't tried it but seriously. Anyway, you need to check this game out Esu.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Sapz on May 16, 2012, 01:44:22 AM
I figure I should post in here more often. :V

Lately I've been messing around in DOJBL and ESPGaluda; the DOJBL stuff is just playing normally, while the Galuda credits are in full overheat mode. Galuda's the main focus as of today; progress so far is reaching the final attack on my last legs. I think I may get the clear with one more life at that point, or two to be safe. Will be uploading a video if/when it happens!
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zil on May 16, 2012, 05:37:04 AM
I made a significantly improved run of DOJBL. Scored almost 50% higher, only two deaths in the first loop, and I even managed to record it. I am totally playing the crap out of this game over the summer. :V
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Azinth on May 16, 2012, 06:22:19 AM
Why does DOJBL always get all the competition.  :(

So anyway, after years of putting it off for one reason or another, I finally have a 360.  It was actually a surprise gift, so it's NTSC/U, not that that's a big deal (and not like I really have a right to complain  :V).  I already own Futari and RFA.  My next purchase will probably end up being a stick, since I can't play worth shit on this godforsaken pad.  Does anyone have a particular stick they'd recommend?
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: MatsuriSakuragi on May 16, 2012, 07:03:10 AM
My HRAP EX-SE has served me well, even if I haven't touched it in over a year. Kind of makes me a little sad that my flame for arcade games has become quite weak. :(

Either way, that's my suggestion. It's a nice, solid stick.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Erppo on May 16, 2012, 02:28:06 PM
HRAP EX-SE is indeed awesome but I believe it's not being sold anymore. I don't know anything more about sticks so this post is pretty pointless. I guess everything with Seimitsu(/Sanwa) parts would be good.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Sapz on May 17, 2012, 03:46:07 AM
Got the Galuda Overheat clear, here it is (http://www.youtube.com/watch?v=1fAe9flGoHM). Enjoy!
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Shimatora on May 17, 2012, 01:17:27 PM
Got the Galuda Overheat clear, here it is (http://www.youtube.com/watch?v=1fAe9flGoHM). Enjoy!

Insane! Good job. :D
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on May 17, 2012, 09:39:53 PM
Just did a run of Parodius Da! where I tied my previous high score. Messed up and broke the chain somewhere in stage 3 though, so it's improvable.

I also got slightly farther into stage 4 past the tree section and died to the volcano part. I really should do some savestate training.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: saucykobold on May 18, 2012, 03:47:55 AM
Lots of Raiden DX's Training course. I'm also trying my hand at writing a guide for the strategy board at shmups. It just might be the driest collocation of words in the history of the forum. :V
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: DX7.EP on May 18, 2012, 04:34:24 AM
As part of a STG-playing
and failing
spree I was on today, I went and played some Strikers 1999 and another run of DOJ BL after some Touhou and Gundemonium failures (how to manage S5 on easiest difficulty :derp:).

Strikers: quickly swamped by very fast bullets but that was expected. Had to panic-bomb much of the game, especially when it decided to treat me to the second loop. 27 credits, F-22, what a decent blind first run :derp:

DOJ: set options to Easy to simulate iOS version's Hard difficulty, played a 1-round game. Not sure if it's due to the 1-round selection, but comparing the two, arcade easy doesn't remove bullets that are absent in iOS hard; combined with the lack of quick-movement laser (an odd feature of the iOS port), took 9 credits through 1st form Hachi compared to 5 on iOS version.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on May 18, 2012, 09:29:44 PM
You'll want to play White Label, not Black Label for that. The iOS version is White Label.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: DX7.EP on May 18, 2012, 09:39:01 PM
I am already aware iOS version is White Label (though Black Label DLC would've been nice rather than the silly Custom Mode that exists now), but prefer BL as far as the arcade versions are concerned.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Esper on May 18, 2012, 10:09:43 PM
this might help you (http://www.youtube.com/watch?v=lm2Y1W6mFvc)

I have to play on my mother's flat screen television. there's more of a delay than I'm used to in shootemups.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Sapz on May 20, 2012, 12:21:37 AM
[01:09] <&Sapz> KB: I think I'm going to stop SotW for a while, mainly because interest seems to have mostly died
[01:09] <&Sapz> On top of that, there's this new SotM thing
[01:10] <@Erppo> Interest died since there wasn't even a vote last time
[01:10] <@Erppo> We had tons of good candidates before that
[01:10] <&Sapz> Even on a good week, it's 3 people or so
[01:11] <@Erppo> DDP2 was like 2 days
[01:11] <@Erppo> Before that we had AC and that had tons of people playing
[01:12] <&Sapz> Well 5 days but yeah that was me screwing up
[01:12] <&Sapz> AC is I'd say an outlier, people gave extra support because it was developed here
[01:12] <&Sapz> No other games for a while have had this kind of thing
[01:13] <@Erppo> DP HK was mostly a joke, R-T II got bad turn out, Eschatos got good, S99 got good, Ketsui got good
[01:14] <&Sapz> Mm, more submissions than I remember, but still
[01:14] <&Sapz> Well, if everyone still wants it, I'll keep doing it
[01:14] <&Sapz> That's just how it appeared to me
[01:14] <@Erppo> Ask in the thread

That's the main point of the discussion about SotW; also, I apologize for the extremely slow setups lately. This was partially brought on because Shmups Forum is starting its own shooter of the month (http://shmups.system11.org/viewtopic.php?f=1&t=41486) event, which I figure will render this one more or less pointless since there will be a much greater pool of people as well as likely more variety in games.

What think you guys?

[01:16] <Aliquantic> Please don't copy paste me I'm text-shy
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: shadowbringer on May 20, 2012, 01:11:26 AM
I'd like to play either Varth or Phantasmagoria Trues (for SotW), but honestly I wonder if I'll have enough time to play any kind of game for long enough (because multitasking games, etc). I'd say let's stop this edition of SotW, and see how the SotM turns out. Personally, if I happen to not like the game choice, I can choose to not play it, like I would with either SotW or the bi-weekly Touhou tournaments.

If there's demand for SotWs, here, you (Sapz) could ask for game nominations before the time for SotW arrives, and use them as a poll result. Or make a poll at the weekend based on nominations.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on May 20, 2012, 05:07:49 AM
I wasn't aware of this SotM thing, and yeah, I noticed interest dying as well.  I think it's because we've already played most of the really good games, and we can't just keep picking the same games over and over, so it sort of just... Dies.  I think it'd be sad to see these go considering how long they've been running, but I do see your point.  I don't really want to push my stance one way or the other, since to be fair I don't really play (or at least submit anyway) for most of these weeks anyway.  Maybe throw up Varth and Turbo Force for the next couple rounds though and see how those go.  sb has been asking about Varth for quite some time now, and the same for azinth and TF.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Azinth on May 20, 2012, 05:38:28 AM
Participation has been steadily waning since the beginning I guess, but it's kind of silly to let these last few weeks make us consider stopping SotW for good.  Considering that a.) the last several picks weren't something that could be voted for and b.) you've been starting them late, sometimes without even any kind of notice in this thread.  :V  As Erppo mentioned, before that started we had some good weeks like Ketsui and S99.

I think at the very least we should have one or two more.  This time let people nominate/vote for something they want to play.  If competition is still dead after that then we might consider bringing it to a close.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Erppo on May 20, 2012, 12:25:45 PM
Some of the good candidates that I can still remember:

19XX
V-V
Battle Garegga
Dangun Feveron
Mahou Daisakusen
Mazinger Z!

I say keep going since it looks to me that the Shmups Forum game is going to be Dimahoo. :V
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Shimatora on May 20, 2012, 05:55:08 PM
I've been wanting to participate in SotW for a while, just haven't found the time until recent weeks. Been busy with exams and moving home for the past few weeks, and was quite looking forward to participating in SotW. But I agree with what's already been said - if there is still little interest after a few more SotW's then I'd say consider stopping it. No point doing something nobody uses, right?

Instead of just playing games that have never been played before, maybe do a cycle - I for one have not had a chance to submit a score to SotW ever, which means I may not be able to compete in the already played games as long as we don't play them. Either cycle or vote would do, IMO. But heck, this is coming from a relatively new member who mostly lurks, so I'd like to hear from others too. :P
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zil on May 20, 2012, 07:00:58 PM
I'm also new around here I guess, and I've only played in one SotW before, which was the Aero Chimera one, but I'd love to try some more of them. So my opinion, for what it's worth, would be to keep it around a bit longer. At least long enough for a noob like me to get another chance to participate.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: チソウ タイゼン on May 20, 2012, 07:19:33 PM
I think I've been in one or two SotWs, where I've pretty much scored bottom tier if not outright last place.
I don't think System11 would have any fairer competition than here :getdown:
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Jaimers on May 20, 2012, 11:27:39 PM
Ketsuipachi 2.5 trillion ALL clear netting me 6th place on the world leaderboard! (http://www.youtube.com/watch?v=ia6gVucDSj0)  :dragonforce:

As for SotW I do find myself guilty of not participating as of late, mostly because I just do whatever these days. But yeah one or two more wouldn't hurt.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: KLH on May 21, 2012, 01:08:08 AM
So yeah, I've 1-ALL'd DOJ BL about three times already, with B-S, B-E, and finally A-E. No loops, though, because for some reason I always lose concentration about halfway through 1-4.
I also didn't remember the bee collection condition, and thought that both the 2-death max and the 3-bomb max conditions had to be met. (whoops)
Also, I don't exactly remember where all the bee locations are, so that bee collection requirement is a bit out of the question at the moment.


However...

I SQUASH HIBACHI LIKE BUG (http://www.youtube.com/watch?v=J9_nWnmrU3U) (i.e. the no-miss of DOJ BL Hibachi I mentioned a while ago)
Run completed on March 03, uploaded on March 21, and finally posted here on May 20, more than two months after it was recorded. Wow, I am lazy.

Ketsuipachi 2.5 trillion ALL clear netting me 6th place on the world leaderboard! (http://www.youtube.com/watch?v=ia6gVucDSj0)  :dragonforce:
Congratulations!
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Azinth on May 21, 2012, 01:34:34 AM
I think I've been in one or two SotWs, where I've pretty much scored bottom tier if not outright last place.
I don't think System11 would have any fairer competition than here :getdown:
The majority of the people on shmups forum aren't really that good, if that's any consolation. :V

Speaking of which, SotM is officially underway (http://shmups.system11.org/viewtopic.php?f=2&t=41502) already, for those interested.  They're playing Donpachi (NOW WITH A HONG KONG VERSION BOARD INCLUDED YAY).
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: K.B. on May 21, 2012, 01:50:12 AM
Holy shit Jaimers nice job.
shooter of the month (http://shmups.system11.org/viewtopic.php?f=1&t=41486)
Oh.  The SotM thing is on the farm.

I suppose this might give me a reason to visit there and start pos-hahahahaaa... whew, that was a good one.

I'm cool with whatever you guys decide with SotW, and if participation disappears then perhaps an extended break would be for the best (though yeah having a consistent start date and putting something in the irc topic would help), but if and when it restarts then I'll continue participating as allowed by hardware and interest.  Still looking for an excuse to buckle down and learn Thunder Force IV, for example.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Shimatora on May 21, 2012, 01:01:48 PM
Ketsuipachi 2.5 trillion ALL clear netting me 6th place on the world leaderboard! (http://www.youtube.com/watch?v=ia6gVucDSj0)  :dragonforce:

Very impressive!
Just wondering, is that arrange mode available in the downloadable content black label, or is it just on the Japanese disc black label? Hope that makes sense.  :3
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengeku on May 21, 2012, 02:17:19 PM
Afaik, it's only available if you buy the Japanese black label disc. It's certainly not available with RSG's ports. Unfortunately.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Shimatora on May 21, 2012, 02:35:10 PM
Afaik, it's only available if you buy the Japanese black label disc. It's certainly not available with RSG's ports. Unfortunately.

Okay, thanks for letting me know. :D
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Sapz on May 22, 2012, 03:40:56 PM
Alright, thanks for the feedback, people. We'll give this a few more weeks then and see where we're at. Next time we'll start on time and have the proper voting and such; this time since time is short I went ahead and picked one which had been in the voting list for what seems like years: Varth. :V I know one or two of you already like this one, so go nuts.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Shimatora on May 22, 2012, 05:21:31 PM
Got to Stage 4 on Varth and thought I was doing well.
Turns out there's a lot more than 4 stages...
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on May 23, 2012, 03:13:06 AM
Your turn Zengy! (http://i.imgur.com/SiqDp.png)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengeku on May 23, 2012, 10:08:21 AM
Oh you little... You use the C ship which probably makes the game a lot easier (at least chaining probably is because of range). At least I heard that it does. Oh well, I'll hopefully beat that score soon enough. I got close to five million today but the Stage 4 boss destroyed me. Mainly something to do with 'how the fuck you dodge this syndrome'.  :V

However, I cannot play for shit today. I keep fucking up simple moves and my first credit had me die three times to the Stage 3 boss. Yep.

Also, Chirp. You should go post your score on SoTM.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on May 23, 2012, 04:45:11 PM
I posted it there before here.  Also, while the range is nice for effortless chaining, A is supposedly still better due to its speed.  The main reason I took C is due to the fact that it has a stronger laser - the spread was just a bonus.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengeku on May 23, 2012, 05:43:54 PM
Yeah i guess. I tried playing a credit with it and it was better at chaining. As in, i could get higher chains with it easier but it's far too slow for me to properly dodge stuff.

Oh and if you beat my new score then congratulations. i don't think I want to play this anytime soon. Not with exams coming up that I need to prepare for and also because i find the first three stages to be insanely dull.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: shadowbringer on May 24, 2012, 11:09:01 PM
logging in just to say that I'm very thankful for the game choice for this SotW :D (I'm posting from school atm)

Going fullshmup for the rest of this SotW period, haven't known about the game choice because I was reading stuff on cracked.com.

If anyone needs help with Varth, feel free to ask.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Third Eye Lem on May 24, 2012, 11:09:36 PM
Off topic, but after what seems like forever, I finally got THIS TIME (http://dl.dropbox.com/u/337147/HeavyWeaponSurvival12Mins.JPG) in Heavy Weapon for the 360. I only needed 12 minutes for the achievement, but it feels good to finally get this. ^_^

Would've been a lot easier if I had someone else to play alongside me XP
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zil on May 25, 2012, 08:12:53 PM
This is pretty late now, but congratulations Jaimers! (I don't know what the hell is going on in that video half the time, but it looks intense. :V)


As for myself, I was messing around with DOJBL, trying to improve on 2-3. Somehow pulled this (http://www.youtube.com/watch?v=xu8pkgxE_Lg) off.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengeku on May 26, 2012, 07:53:57 AM
As for myself, I was messing around with DOJBL, trying to improve on 2-3. Somehow pulled this (http://www.youtube.com/watch?v=xu8pkgxE_Lg) off.

Very cool job on the final attack.  ;)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Jaimers on May 27, 2012, 05:51:31 PM
My Little Pony can't possibly be this hard. (http://www.youtube.com/watch?v=0fBss1AxJYE)

Also thanks guys!  :D
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: DX7.EP on May 27, 2012, 05:56:33 PM
My Little Pony can't possibly be this hard. (http://www.youtube.com/watch?v=0fBss1AxJYE)
This is just too hilarious. :V

Reminds me that I should start making Danmaku Fortress after finishing off several FF2 bosses and TGTA Vmod 1.7.... XD
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Sapz on May 27, 2012, 09:15:34 PM
Some fun with the Mushi port:

Mushi 1.0 Original NMNB, 64.2m (http://www.youtube.com/watch?v=IfqMhh4SHQA), with the 1.5 OST.
Mushi 1.5 Original non-MAX NMNB, 77.5m (http://www.youtube.com/watch?v=AqNutGasR44), with the Arrange OST.

Both with bonus green flicker at no extra charge!
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: MatsuriSakuragi on May 27, 2012, 09:18:34 PM
Mushi 1.5 Original non-MAX NMNB, 77.5m (http://www.youtube.com/watch?v=AqNutGasR44), with the Arrange OST.

Wait, 1.5 is available now? o_____O
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Sapz on May 27, 2012, 09:21:56 PM
Yes indeed, the JP version just came out a couple of days ago. Unfortunately region locked like most of the recent Cave stuff, but I'd imagine RSG will localize it for US/EU in the future. It includes the original, 1.5 and an Arrange mode, which is a modified version of the PS2 Arrange.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: MatsuriSakuragi on May 27, 2012, 09:23:49 PM
I might not play shmups anymore, but Mushihimesama has a special place in my heart. I might get it if it gets a localized release :O
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on May 27, 2012, 10:54:59 PM
Jaimers, could you upload that DonPachi 2-All to Youtube for those of us that have the issue of the game not working on shmupMAME 2.2
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Romantique Tp on May 28, 2012, 12:02:54 AM
My Little Pony can't possibly be this hard. (http://www.youtube.com/watch?v=0fBss1AxJYE)

Also thanks guys!  :D

why does this exist
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: saucykobold on May 28, 2012, 07:34:29 PM
Aww, forgot about the Varth Week deadline. :derp:

I got this on Saturday and I'm going to post it here *just because*

saucykobold - 3,192,000 - 15 - Smart (http://img861.imageshack.us/img861/3828/varth1.png)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: KLH on May 28, 2012, 07:48:57 PM
Practicing 2-5 in DOJ BL lately, getting very close to a no-miss; this just gets more fun the more I play it. Chaining is also getting easier in all stages (but I should probably still look at HFD's runs for reference instead of just improvising).
After making a few savestates, I've decided to attempt to perfect all the second-loop bosses in White Label. Got the 2-1 and 2-2 bosses so far.

As for myself, I was messing around with DOJBL, trying to improve on 2-3. Somehow pulled this (http://www.youtube.com/watch?v=xu8pkgxE_Lg) off.
And now a no-miss of Hibachi at max rank is in order. You know you can do it.

Reminds me that I should start making Danmaku Fortress after finishing off several FF2 bosses and TGTA Vmod 1.7.... XD
Can't wait to graze bullets as Scout

wananananana... you can't hit what ain't there

why does this exist
because ponies (or should I say bronies)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: shadowbringer on May 29, 2012, 03:46:16 AM
congratulations, Saucy!

I hope you liked the game :D  (and dat train stage too)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: SAS on May 29, 2012, 09:37:47 AM
Hey lookie (http://www.youtube.com/watch?v=8c-2398ncKA&feature=youtu.be)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Sapz on May 29, 2012, 11:07:27 PM
As a result of all the confusion, Varth is up until next Monday. Touhou's still starting this week, though. :V
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zil on June 01, 2012, 10:57:59 AM
Time for more stupid questions. Are there any big differences between the ships in Ketsui that I should know about? Other than the obvious "one spreads out more."

Also, what triggers the extend from the battleship in stage 3, and are there any other secret extends elsewhere?

And while I'm at it, just what are the loop requirements?

 :V
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: LHCling on June 01, 2012, 12:04:18 PM
I find it hard to believe that you also miss the speed difference between them!!!!1!!11
anyway aside from that, the lock-on speed on the Tiger Schwert (spread shot) is faster

blowing up the various parts of the BATTORUSHIPPU first, then dealing with the central uh, structure? vocab me good. I think it's a no bomb requirement as well, but idk
other sekrit ekkusutendo would be in stage 5, with the enemy copters before ~*~the descent~*~. basically destroy them with something that isn't the bomb (not necessarily without bombing [!!!])

tsuujou omote -> misses + bombs ≤ 6
ura -> no miss + no bomb + 120m+ in score

also
Quote from: Ketsui Development
Make us some box-like things!
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zil on June 01, 2012, 12:37:05 PM
I did notice the speed difference. I figured it went without saying. :O

And thanks. I had no idea about the other extend.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Azinth on June 01, 2012, 06:50:33 PM
Tiger's faster lock-on speed usually means that it kills larger enemies a bit faster, which makes it superior for high-level scoring (we're talking REALLY high-level though).  Its wide shot is also nice for survival in certain parts (ex. stage 4 opening).  Panzer is better for surviving in the loop since its narrow shot is better for controlling suicide bullets and allows it to kill enemies from a safe distance without point-blank locking.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zil on June 04, 2012, 02:01:59 AM
Ha, managed a Ketsui 1-ALL. No-miss no-bomb until the fourth boss, then everything was a trainwreck. I think I can attribute the mistakes on that boss to getting nervous, but everything in stage 5 was a disaster. Thanks Azinth and Baity for the advice!

Now to clean up my act in stage 5 and see if I can reach the next loop.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Erppo on June 04, 2012, 11:07:08 PM
I got a world record!

(http://i.imgur.com/UIog2l.jpg) (http://imgur.com/UIog2)

Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on June 05, 2012, 07:57:21 PM
DonPachi 1-All getting to 2-2.

I didn't record a .inp, so no vid will be coming, but at least I got the 1-all. I may try to record an input some other time though once I work out some strats for the levels.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on June 06, 2012, 12:35:08 AM
Cabs are so fun!  I want a tated CRT of my own now!
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: チソウ タイゼン on June 06, 2012, 12:37:26 AM
I got a world record!

(image)


What game is that?
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on June 06, 2012, 02:38:44 AM
Mushi (1.5 I assume, not sure which version(s) have novice).
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: DX7.EP on June 06, 2012, 02:39:11 AM
/me plays DFK iOS (via iPhone 4S) on Novice with C-S, collects 42 bees and gets another 1-all
*gets offer to go to second loop, Tsuujou in this case due to bees and difficulty selection*
Me: HELL YEAH! :getdown: :flowerpower: :dragonforce: *accepts*

End result: 3 credits taken (one on 2-5 after the first set of spinny laser cannons, the second about 0.2 seconds before beating Longhena :derp:) and 4.2 billion max.
[attach=1]

Bloody impressive considering it's just been 6 months since I first played DFK and was barely managing 3ccs of the first loop on Normal. :V

Now where's my Ketsui or DFK BL port Cave :3
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zil on June 07, 2012, 03:37:53 PM
DOJBL 2-5. No-miss, 1-bomb. Not counting the boss of course. Didn't really know what I was doing, but winging it somehow worked.

I think I'm going to 2-ALL this game. I hope so, at least.

And now a no-miss of Hibachi at max rank is in order. You know you can do it.
I'll be practicing it. I just might luck out. I think I'll be recording everything I do from now on. :V
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Naut on June 07, 2012, 03:46:16 PM
I think I'm going to 2-ALL [DOJBL]. I hope so, at least.

Go for it!
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: DX7.EP on June 08, 2012, 02:25:23 PM
Mushi Futari Black Label arriving soon on iOS (http://www.cave-world.com/en/games/bugprincess2-blacklabel.html).
Me: o/...but wasn't 1.5 released in April? And is this DLC or standalone? ...though Boss Rush mode seems nice. Also any weapon enhancement DLC as we've seen in DeathSmiles and DOJ can sod off.

Also speaking of 1.5 I recorded a bit of Larsa Ultra Novice mode on my iPhone (http://www.youtube.com/watch?v=4_hcFCHjWO0)...and found a facepalm-worthy attack at 2:40. :V
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Shimatora on June 09, 2012, 02:40:31 AM
Finally 1cc'd Dodonpachi Daifukkatsu today with 2 lives and 3 bombs spare, no second loop entry though. This was mostly down to me forgetting where bees were, I'm sure I'll get that 2-ALL some day.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zil on June 09, 2012, 04:30:04 AM
Go for it!
:yukkuri:
Fuck yeah, I'm doin' it! *no-miss to 1-5, game over before the boss* :(

It'll take some time I guess, and I need to do something about this keyboard. It's bad enough having controls betray me at random, but making me overwrite states instead of loading them is crossing the line.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: MatsuriSakuragi on June 09, 2012, 06:24:41 AM
Mushi Futari Black Label arriving soon on iOS (http://www.cave-world.com/en/games/bugprincess2-blacklabel.html).

I will never understand why CAVE stuff keeps coming out on iProducts and not something like Steam. @_@
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Silent Harmony on June 09, 2012, 07:03:16 AM
Simply put, the mobile gaming industry is seriously booming. If I was a dev I would want a piece of that pie as well.

I've heard speculation that it also may be due to how easy it is to cheat on a computer via slowdown and/or tools. They probably see it as too much of a hassle to have to constantly police their leaderboards for cheaters.

Also Capcom was supposed to have the eXceed series on Steam ages ago. I have no idea how Steam publishing works, but whatever is slowing that up may be related. Good thing I already bought the games straight through Nyu ages ago.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on June 10, 2012, 01:03:00 AM
I've heard speculation that it also may be due to how easy it is to cheat on a computer via slowdown and/or tools. They probably see it as too much of a hassle to have to constantly police their leaderboards for cheaters.
Valid point that I never really thought of.  I, too, would like to see a steam release though. Shmups are simply not meant for phones.  Tiny screen, touchscreen controls... It all screams "awful" to me.  I honestly don't get how the people who do play them can stand it.

EDIT: Yay, DOJWL 1-ALL  :D

(http://i.imgur.com/rtWiu.png)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Esper on June 11, 2012, 03:08:34 AM
Fuckin' hell, Juuni Jumon, I will win.

Curse you Puremrz for making this so that someone that developed the game would win with three lives on Normal!
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Silent Harmony on June 11, 2012, 08:43:55 AM
(http://img823.imageshack.us/img823/3553/espgaluda1325m.th.png) (http://imageshack.us/photo/my-images/823/espgaluda1325m.png/)
My best run of Espgaluda by far. I'd argue it may be my best run in any arcade game . First time I reached Stage 5 and broke 10m. My only regret was screwing up my initials. :blush:



On a semi-related note I don't know why I find this game so much fun when the games everyone seem to love (CC, Ketsui, DOJ. etc) just frustrate me. DOJ especially.

EDIT: Wow how did I miss that spelling error.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Shimatora on June 11, 2012, 06:14:22 PM
Just achieved 130 billion points on Daifukkatsu Novice! Simply score running on this game mode because it's the best I can do at the moment.

(http://img823.imageshack.us/img823/3553/espgaluda1325m.th.png) (http://imageshack.us/photo/my-images/823/espgaluda1325m.png/)
Myest run of Espgaluda by far. I'd argue it may be my best run in any arcade game . First time I reached Stage 5 and broke 10m. My only regret was screwing up my initials. :blush:



On a semi-related note I don't know why I find this game so much fun when the games everyone seem to love (CC, Ketsui, DOJ. etc) just frustrate me. DOJ especially.

I understand what you mean! EspGaluda feels a lot more laid back to me - Ketsui and DOJ feel a hell of a lot more intense.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: DX7.EP on June 11, 2012, 07:47:02 PM
On a semi-related note I don't know why I find this game so much fun when the games everyone seem to love (CC, Ketsui, DOJ. etc) just frustrate me. DOJ especially.
ESPGal (and to a lesser extent Mushi) feel quite relaxed in comparison to Ketsui or DOJ. I guess though that many of us (myself included) have a preference to the more brutal games.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Silent Harmony on June 12, 2012, 12:13:49 AM
Espgaluda is definitely more "laid back" than other CAVE games (a nice way of saying easier). I honestly would love to say that I like it not because of its difficulty but its ascetics, but I probably would enjoy the sequel less if I ever played it (like how I love DDP but not DOJ). My problem is that I have to see good results; if I don't see a definite sign of improvement over time I get stressed out. Shoot-em-ups, I know, is probably the worst genre of games I could've chosen to have gotten into with that mindset, and honestly I've thought hard of dropping them altogether many times. But for whatever reason I keep coming back.

I shouldn't feel bad about being a casual gamer, but I admit I really do hate it sometimes.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: KLH on June 13, 2012, 12:00:53 AM
I honestly would love to say that I like it not because of its difficulty but its ascetics, but I probably would enjoy the sequel less if I ever played it (like how I love DDP but not DOJ). My problem is that I have to see good results; if I don't see a definite sign of improvement over time I get stressed out.
To me, DOJ improves on the original DDP in essentially every aspect, including aesthetics (of both graphics and sound). I especially prefer its music and its more subtle background visuals.

Of course, DDP was already such a great game to begin with, so I can understand why DOJ may not seem as much of an improvement.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Sapz on June 13, 2012, 12:52:46 AM
Alright, sorry for the SotW delays, but exams are now over and I can start setting this up. Anyone have anything they'd like to play this week?
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Azinth on June 13, 2012, 01:29:57 AM
Is there still a chance we could do votes?

here's some shitty predictable suggestions:
TURBO FORCE  :dragonforce:
V-V  8)
Gunbird 2  >:D
Tatsujin Oh BV BV BV BV
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on June 13, 2012, 01:34:40 AM
DDP Arrange, Ketsui Arrange, Trig Wars 4 1.5, Street Fighter Alpha 3
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Sana on June 13, 2012, 01:36:04 AM
Troll suggestions:

Twinkle Star Sprites
Trouble Witches Neo
Metal Slug X
Kamui

Edit: okay maybe they're more hipster than troll
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Silent Harmony on June 13, 2012, 01:58:48 AM
To me, DOJ improves on the original DDP in essentially every aspect, including aesthetics (of both graphics and sound). I especially prefer its music and its more subtle background visuals.

Of course, DDP was already such a great game to begin with, so I can understand why DOJ may not seem as much of an improvement.

Didn't mean to imply that I don't find DOJ an improvement in just about every respect, just that it's too damn difficult for me to enjoy. I love the ascetics and feel of DOJ, but can't even reach the 1st score extend no matter how much I play I'm that bad at it.


Terrible suggestions:

Blue Wish Resurrection
eXceed 3rd JP Black Package (not free but we had Crimzon Clover week so  :V)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: DX7.EP on June 13, 2012, 02:04:55 AM
Silly suggestions time:
Parodius Da (:V)
DoDonPachi Maximum (as if anyone has a WinPhone)
Blazing Star (:colonveeplusalpha:)
Manic Shooter mod of GTA:SA (http://hotmist.ddo.jp/cleomod/mshooter/index.html) (nope.avi)
Fatal Fury: The King of Fighters (wait wrong genre - but I love SNK Boss Syndrome)

I'd definitely go for MSlug X though! :D
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Naut on June 13, 2012, 11:26:00 AM
Trig Wars 4 1.5

For my vote.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Erppo on June 13, 2012, 02:22:22 PM
Is there still a chance we could do votes?

here's some shitty predictable suggestions:
TURBO FORCE  :dragonforce:
V-V  8)
Gunbird 2  >:D
Tatsujin Oh BV BV BV BV

I support all of these except GB2.

Let's replace it with Mazinger Z
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: [K]KoaMeow on June 13, 2012, 04:18:43 PM
So I managed to 1cc Espgaluda. Like finally.
(http://i.imgur.com/wkUE0.png)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: K.B. on June 13, 2012, 09:19:11 PM
I vote for anything ancient enough that my computer can run it.

Thunder Force IV included.

edit: tried Varth, disliked the shield business.  I'll still be participating in SotW (at least to the extent of trying the games) even if I don't submit a score.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Erppo on June 13, 2012, 10:34:08 PM
Anything that half of the thread doesn't already play regularly please.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: The ⑨th Zentillion on June 14, 2012, 01:47:59 AM
Really really troll suggestion: DoPonyPachi
Semi-serious suggestion: EX ~extra~
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: チソウ タイゼン on June 14, 2012, 03:16:01 AM
The one I made!
I mean, y'all did Aero Chimera :ohdear:

In all seriousness, I'd like to see something like Galaga for SoTW :getdown:
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: [K]KoaMeow on June 14, 2012, 11:40:42 AM
Metal Slug 3! :D
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Sapz on June 14, 2012, 05:16:51 PM
Poll's up. Since there are so many games, 3 votes each. This can't possibly go wrong.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zil on June 15, 2012, 12:15:00 AM
I reached DOJBL 2-5!

(http://oi49.tinypic.com/d8di1.jpg)

My score sucks!


About SotW, I don't know anything about anything, so I can't really vote, though I'll play whatever ends up being chosen, for sure.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengeku on June 15, 2012, 01:35:44 PM
Making it to 2-5 sounds cool. Nicely done.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Sapz on June 15, 2012, 02:03:08 PM
I like the way this vote is turning out. :D
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Sapz on June 16, 2012, 05:23:11 PM
Looks like it's MS3 week. Enjoy!

Also, it's that time of year again - STGT preparations are starting! Everyone interested in playing in one of our teams this year, please put your name down in this thread.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on June 16, 2012, 08:45:22 PM
Also, it's that time of year again - STGT preparations are starting! Everyone interested in playing in one of our teams this year, please put your name down in this thread.
I... I dunno... Will the games actually be good this year?  Aw hell, sign me up.  I played Gokuparo, I can handle anything!
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Drake on June 16, 2012, 11:24:19 PM
boop boop de doop touhou is my favorite anime
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on June 17, 2012, 02:31:08 AM
boop boop de doop touhou is my favorite anime
(http://i.imgur.com/qZu5g.png)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: jc_foster on June 17, 2012, 02:53:05 AM
Thought I'd finally 2-ALL'd DDP:R on novice (had the game for about two weeks now), only to find I'd forgotten about Hibachi.

Yeah, my 0/2 didn't last long against that. :derp:

Edit: Might help if I stated my difficulty. *facedesk*
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on June 17, 2012, 03:32:46 AM
iOS or 360? Cause if you're getting to Ura already on 360 then wow.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: shadowbringer on June 17, 2012, 04:37:28 AM
I'd like to play for the motk teams but I"ve also talked about stgt to exactly 4 friends of mine, not sure how many will actually participate; in the worst case scenario (that they all participate and want to play in the same team as myself), I'll have to form my own team (even bringing 2 or 3 to an already existing team could take enough player slots), not sure if they would participate though (it's their first stgt and I don't know how well they actually play, I think that we would be far behind in terms of scoring).
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: ぷしゅ on June 17, 2012, 11:00:30 AM
Count me in for STGT ><;
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: jc_foster on June 17, 2012, 04:14:02 PM
iOS or 360? Cause if you're getting to Ura already on 360 then wow.

360, and -- huge derp admission incoming -- I forgot to specify it was novice. My 1.5 progression is only to about the middle of 1-5. :derp:
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on June 17, 2012, 05:19:49 PM
Minor achievement, broke 100m in DOJBL first loop :V.  Now if only I can stop dying and clear 1 round mode...

(http://i.imgur.com/IzdiU.png)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: ebarrett on June 22, 2012, 02:33:49 AM
this is almost on page 2, motk has had better days

edit: was, no need to thank me
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on June 24, 2012, 01:25:06 AM
My thanks regardless.

Me, Drake, Sik, and possibly sb - surely there's more people than that for STGT!  Show some interest guys! :(
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on June 24, 2012, 01:51:09 AM
I'd like to participate, but I can't even guarantee that I'll get a chance to. Will have to wait and see.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zil on June 24, 2012, 02:08:31 AM
I might, if I had any idea what it is. :V

Anyway, I'm getting better at Hibachi. I'd like to do better than having a 50% chance of winning even if I reach 2-5 with no lives lost. :ohdear:
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Drake on June 24, 2012, 02:16:44 AM
I might, if I had any idea what it is. :V
some guys pick five possibly shitty games for everyone to score in five respective weeks, you get points for getting high ranking, team score is built on the points from its members
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on June 24, 2012, 02:36:08 AM
The only one that might be close to decent from last year's was Gokujou Parodius. I kinda got completely screwed by the rank system though, but I should try it again some day. Usually I go with 2 speed ups in Gradius/Parodius, but I found out later that in Parodius games and Gradius IV that speed ups past 1 are the worst thing for the rank. Not that I ever got far enough in Gradius IV for it to matter. The rank system in Gradius to Gradius III is a lot more fair.

I'd rather work on 1ccing Parodius Da! But I haven't even played any shmups for a while, so I'll probably suck at all the main ones I play when I get back to them. I've gotten to Stage 5 on Parodius Da! once so far, should set up savestates to train some though. And it's not like I have access to any good vids for the game. I've only seen a few 1-All vids. Now admittedly I'm only aiming for a 1-All at the moment, but it'd be nice to have a 2-All reference for the second loop if I ever decide to try it.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: saucykobold on June 24, 2012, 06:43:23 PM
I've gotten to Stage 5 on Parodius Da! once so far, should set up savestates to train some though. And it's not like I have access to any good vids for the game. I've only seen a few 1-All vids. Now admittedly I'm only aiming for a 1-All at the moment, but it'd be nice to have a 2-All reference for the second loop if I ever decide to try it.
Nico has a few really good Paro Da runs:

Twinbee 2-ALL: 1-1 to 1-8 boss (http://www.nicovideo.jp/watch/sm249968), 1-8 boss to 2-5 (http://www.nicovideo.jp/watch/sm250072), 2-5 to 2-10 (http://www.nicovideo.jp/watch/sm250177)
Octopus loop 2 (http://www.nicovideo.jp/watch/sm11009492)
Pentarou loop 2 (http://www.nicovideo.jp/watch/sm11006109)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: DX7.EP on June 25, 2012, 01:17:32 AM
Mushi Futari Black Label iOS released! (http://www.cave-world.com/en/games/bugprincess2-blacklabel.html) \o/ ...for a hefty price tag of US$13.99 (http://itunes.apple.com/app/id514478323?mt=8). High for iOS stuff, it better be a quality port (unlike most other Cave releases I'm holding out on this one).
But it has Boss Rush mode, right? Not exactly.
Quote from: US iTunes Store page
* Use of the additional [Boss Rush] mode is subject to additional fees.
* With the purchase of the additional mode, you can play unlimited times and save your progress.
* If both "Bug Princess" and "Bus Princess 2" (basically the localised names of Mushi and Futari) are installed in the same iPhone, you can play once a day for free.
Quote from: Cave World English page's DLC listing
MUSIHIME SET - Unlock both Boss Rush modes.   $6.99
BOSS BATTLE A - Unlock "Bug Princess" Boss Battle Grade Examination.   $3.99
BOSS BATTLE B - Unlock "Bug Princess 2" Boss Battle Grade Examination.   $3.99
*and then more DLC for customisation, including a Spiritual Larsa auto-unlocker*
What the hell Cave?
 - Hooray for DLC stupidity affecting STGs too!
 - Unless you prefer BL or really want Boss Rush mode, stick with regular Futari. At $7 and no DLC, it does just as well of a job.
 - Quite insulting to those of us with Mushi and Futari already....
 - Wait for Christmas sale?
 - Since when did Reco drive a bus? :V
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on June 25, 2012, 01:52:12 PM
Let's see how bad I suck at Futari Original after not playing it for months.

268 million Lx1. Had 4 stupid deaths on stuff that even a Touhou Easy player could probably dodge on stage 5. Oh well, at least I know I can still get that 300 million soon if I grind it out.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: shadowbringer on June 26, 2012, 04:57:24 AM
interest showed, though I'm more focused nowadays with CastleVania: Harmony of Despair while I wait for my copy of Arcana Heart 3 to arrive (and my AH3 stick too), for a fighting game tournament that will be held in the middle of July (in which I'll try to not suck so badly at 3s, MBAACC and AH3.. looking forward for AH3 the most atm).

Hope that this event doesn't let me too rusty in shmups :p

in other news the friends I've tried to invite to stgt, didn't show interest or can't participate, iirc.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on June 28, 2012, 12:34:11 AM
And stopped playing 1.5 Original to try for 300 million on it for a bit. Working on Black Label Original with Palm. Want a decent score with him. It's a lot tougher when you have to actually know the stages cause you don't have Reco's higher spread range or homing. Got over 300 million with Palm earlier on a sucky run where I had stupid deaths on stage 2 boss, stage 3, stage 3 boss, and some other stuff. Still, it was an improvement from my BL 225 million 1cc as Palm even if the run wasn't even close to a clear. I'm not sure how high a score I'll target, but my first goal is to beat my Reco score as Palm.

I do currently have a lot of restarts due to the stage 1 midboss killing me cause I screw up trying to point blank it. I only point blank the stage 2 midboss when it appears since I haven't learned(or want to risk) point blanking it for the near entirety of it.


Oh, and I completely suck at God now. Couldn't even get a NMNB stage 1. And I didn't feel any confident at the dodging at some parts or even scoring.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengar Zombolt on June 28, 2012, 12:56:46 AM
No stgt for me this year sadly, shit is hectic here. You guys can do it, give 'em hell!
also baity erppo get the fuc in here
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on June 28, 2012, 01:04:40 AM
I'll know more of whether I'll be able to participate in STGT or not on/after July 9.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: shadowbringer on June 28, 2012, 01:09:16 AM
welcome back, Zengar! Good luck with whatever's keeping you busy! Good luck also with next year's stgt too..
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Erppo on June 28, 2012, 07:47:21 AM
also baity erppo get the fuc in here

We've already done the arrangement of the primary team in secrecy so no worries! Stuff will be destoryed.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengeku on June 28, 2012, 02:20:35 PM
Since my new laptop can take it, I've been playing some Crimzon Clover trying to get a Simple mode clear without while trying to score a bit.
I've heard that you are supposed to be taking the star items after bosses instead of the extra lives (which i'm doing) but I don't understand what exactly this is supposed to be doing except making it harder to survive?

Also. Gotta say, having cleared this game with little to no resistance back in the day on Simple mode - using bombs and extra extends mind you - i had this idea that the game would be really easy. Heh, turns out that the game is significantly harder to play if you aren't allowed to use bombs to rank control/survive. ;) It's very fun anyway so yeah. Score so far: 1億15-something万. I think my original 1cc score was like 600万 so it's definitely an improvement. Now, if I could just stop dying in Stage 2, 3 and 4 things would be better. ;( Still, weird controls are weird and the C-key won't trigger if I'm already holding down Z and X, which is quite often. Only game i can think of where that will be a problem though.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Shimatora on June 28, 2012, 09:58:06 PM
I'm finding myself becoming strangely attatched to DFK Arrange A, when at first I hated the damned mode. Now it's flipped, I can't play any other mode, it has to be Arrange A. Also, I'm very close to 1-sissying this! Died on 1-5 on my last attempt. Granted, I was fucking around with scoring, so if I tried to survive I could probably 1-sissy this mode.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on June 29, 2012, 03:15:43 AM
Stars affect stage clear bonus and max bonus, as well as rank.

Also a sad announcement.  My pc died earlier today, so I won't be around for a while.  This may also mean an absence from STGT... Hopefully not.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on June 30, 2012, 04:09:26 PM
Futari Black Label Stage 3 and 4 bosses are annoying me quite a bit. I haven't really been having much consistency on either at the moment.

Stage 4 is being the worse of the two for me at the moment. One of the attacks in the first phase sometimes gets me. Trying to turn around on phase 2's streaming sections. And what causes the thing to just decide to go right to be the bottom of the screen on phase 3? I just bomb if that happens.

Stage 3's has some spots I might mess up in the first phase, but the other 2 aren't bad. I'm more likely to screw up on the stage than that.

Not having any luck trying to find a good path for surviving stage 5 at high rank, though it's not likely I'd even make it there like that.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: チソウ タイゼン on July 01, 2012, 04:10:20 AM
I've been told several times before that the games that I make are impossible.

I guess I (http://www.youtube.com/watch?v=xRysU3c34_E) see what they mean. (http://www.youtube.com/watch?v=_bCYhM7wavw)

[/shameless plug]

I haven't 1CCed my game on hard yet >_>;
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Esper on July 01, 2012, 09:38:04 PM
I'd play MushihimeSama Futari a LOT more, but one problem: The only controller that I can use sucks horribly with shmups.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Shimatora on July 02, 2012, 07:48:21 PM
(http://d3j5vwomefv46c.cloudfront.net/photos/full/609985607.jpg?key=716973&Expires=1341259464&Key-Pair-Id=APKAIYVGSUJFNRFZBBTA&Signature=z3YKSlEK8N8QbbLgUEaE4oMXyRoo7277XhcSBOr6Ws2XPrHHQ~wDghf3KxuTDrS~QqFZUxvqBvVW-iYh5XHsxaqZfLKyB2co9GRsEHTUgKuzYCmMyaboAT4~s654NOVqc6SXtiKp9ysP2K3D~QHDW0TzygUh3EMD4nuO7urII1c_)

;_;
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Silent Harmony on July 03, 2012, 05:00:10 PM
Forget if it was mentioned here already but the Gundemonium Collection (along with other games) is in the new Indie Royale bundle. Currently sitting at around $5.50 for everything, give or take.

http://www.indieroyale.com/ (http://www.indieroyale.com/)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Erppo on July 06, 2012, 03:41:31 PM
This boss is awesome:

(http://i.imgur.com/4JnAj.png)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on July 06, 2012, 11:52:06 PM
I'll know more of whether I'll be able to participate in STGT or not on/after July 9.

Okay, it's before the 9th, but I can still say that I definitely am in for STGT.

Edit: I guess I shouldn't say definitely, but it's more likely. Worse that could happen is that I end up signing up for it and not actually being able to play due to something coming up.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on July 08, 2012, 01:22:57 AM
New PC, yay!  Definitely in for STGT now.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on July 10, 2012, 09:41:13 PM
STGT signups now open! (http://shmups.system11.org/viewtopic.php?f=1&t=42171).  We also need a new team banner for this year...
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Drake on July 10, 2012, 09:58:55 PM
Alrighty, so Chirp and I are definitely in, but now that signups are up, we need to see who else is still interested.

Enigma seems to be on board, shadowbringer I'm not sure, and Sik needs to show up too.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: ぷしゅ on July 10, 2012, 11:19:45 PM
I'm still in, I'll get on irc tomorrow  :)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: shadowbringer on July 11, 2012, 04:26:40 AM
nice to see you guys on the road again :D

I'll participate too but I also need to tell my friends who may be interested in participating in stgt with me, to see if they will be able to participate. I may take a week for that, and like I mentioned before, somewhere, in the worst case scenario I'll have to form my own team if enough of said friends want to participate on the same team as myself. (personally I prefer to play for the motk teams than forming my own, because I can't ignore scoring :D)

Also I need to say that at least one such friend expressed interest in participating. He may have an account on motk already, his nick is fallensoul. I'll tell him to post here when possible :D
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on July 11, 2012, 02:11:24 PM
So I just got the second extend on Ikaruga(Easy) with default settings. I'm not sure what to think about this.

Also damn that stage 3 and 4. Also the stage 5 bosses seem harder than I remember them.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Erppo on July 11, 2012, 11:38:05 PM
We should have a V-V (two)week since I know some people are already playing it and it's quite awesome.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zil on July 12, 2012, 03:05:29 AM
Well, second loop of DOJBL cleared, starting from 2-1.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Esper on July 12, 2012, 06:30:51 AM
I'm in but I'm probably going to suck/not be able to play a good 90% of the shmups.

But hey, if I have any of the games available, good for me!

I have no idea if I should start my own team or join another though  :ohdear:
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengeku on July 12, 2012, 08:09:27 AM
I have no idea if I should start my own team or join another though  :ohdear:

If you want, you can join our team. (We'd actually really appreciate it since we really need some more members)

We are not a very serious team (which is arguably understandable considering what games were picked for STGT 2012) and our main purpose is to say 'fuck no' to playing bad games. We play one credit, a lot of credits or just procrastinate based on what we feel like at the time.

That means our team is likely a good choice for someone who doesn't really know what STGT is all about and would like a taste of what it's like without the obligation to play something that you really hate just because you signed onto a team without knowing what you signed up for. (Like me last year)

Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Esper on July 12, 2012, 02:05:55 PM
If you want, you can join our team. (We'd actually really appreciate it since we really need some more members)

We are not a very serious team (which is arguably understandable considering what games were picked for STGT 2012) and our main purpose is to say 'fuck no' to playing bad games. We play one credit, a lot of credits or just procrastinate based on what we feel like at the time.

That means our team is likely a good choice for someone who doesn't really know what STGT is all about and would like a taste of what it's like without the obligation to play something that you really hate just because you signed onto a team without knowing what you signed up for. (Like me last year)

Then what team is it? I'd like to join.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Seppo Hovi on July 12, 2012, 03:25:12 PM
Team One Credit, I think. Or maybe Zengeku is trying to speak you into Team Denmark.

In both cases, you should start using IRC to contact your team members. I have no idea what channels or servers do they use, but Zengeku is Zengeku on ppirc.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Esper on July 12, 2012, 03:43:31 PM
Team One Credit, I think. Or maybe Zengeku is trying to speak you into Team Denmark.

In both cases, you should start using IRC to contact your team members. I have no idea what channels or servers do they use, but Zengeku is Zengeku on ppirc.

Now to look for free IRC clients...
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengar Zombolt on July 12, 2012, 04:04:53 PM
Pretty sure he's on team Denmark. Unless he's planning on MANGO SENTINAL MKII.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengeku on July 12, 2012, 04:17:51 PM
Right. I am not going on Team Denmark this year. I'd much rather play on team with some people I actually know rather than just countrymen. I am not sure if we are calling it Team Procrastination: We Play Next Week or Team One Credit. I guess I'll decide that with Bananamatic later on.

Also Esu, if you want, you could use Mirc. That gives you a free 30-day test period. I think you can find a free IRC service here on MoTK here: http://webchat.ppirc.net/?channels=shrinemaiden
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on July 12, 2012, 07:42:52 PM
I thought you said you weren't going to participate again. I approve of your participation.


Also approve of the team names. I'll need to sign up for this soon as well as get on the irc sometime. I do have mirc, but I almost never use it.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Esper on July 12, 2012, 10:19:11 PM
Just got into DaiOuJou and to be honest it's not bad.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on July 13, 2012, 03:22:12 AM
Now to look for free IRC clients...
Since you're a Firefox user, I recommend the Chatzilla addon.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Esper on July 13, 2012, 04:12:30 AM
Since you're a Firefox user, I recommend the Chatzilla addon.

I'm starting to phase out of Firefox due to all of the issues.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Shimatora on July 13, 2012, 07:20:27 PM
If anyone's looking for another player, I'm more than willing to join their team.  :3

Edit: Found one!
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on July 18, 2012, 07:08:00 PM
Inspiration for the banner has struck me!!  A gif of this loop (http://www.youtube.com/watch?v=ei2ZkeLSBmg) with the team name written within the blue areas and shrunk down to 200x50.  I want to know if other people like it though :V.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on July 18, 2012, 07:35:13 PM
How to not suck at Radiant Silvergun?

My current bests:

Arcade: 3,995,760 Stage 4A
Story: 4,369,830 Stage 2D
Story(Ikaruga chaining): 4,940,550 Stage 2E

It's tough to dodge some of the stuff, even when you're just shooting things.

Edit: And why is my avatar thing randomly changing?


Also, not enough Marisa, Patchy, or Nitori. I'm not really a fan of an animated banner either. But if most people want that it's fine too.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Azinth on July 31, 2012, 04:39:15 PM
What a loathsome state this thread has been in.

STGT '12 is underway guys!!!! How are you doing with this week's pick (good ol' S99), what are your thoughts on the coming weeks' games, etc.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on July 31, 2012, 06:22:40 PM
My best run so far ended with a double KO on the 1-5 boss.

I didn't play yesterday. I've only trained stages 1-1 to 1-3 so far. And even then I've still been screwing up on 1-3. I haven't savestate trained stages 4 or later yet though.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Shimatora on August 01, 2012, 01:39:12 AM
What a loathsome state this thread has been in.

STGT '12 is underway guys!!!! How are you doing with this week's pick (good ol' S99), what are your thoughts on the coming weeks' games, etc.

I can NDNB 1-1 to 1-5 relatively consistently, and the 1-6 boss and the 1-8 boss's final form are the only ones to give me any proper trouble. Concentrating on 1-6 to 1-8 tomorrow in order to find a route for the bosses that I'm comfortable with using. 1-ALL is looking very possible!

Not sure what I'm looking forward to for the next few weeks. R-Type Leo seems like it'd be enjoyable for the Hori week, as for cave I'm kind of torn between the three choices. V-V sounds fun for Toaplan, and obviously Mystic Square for the doujin week - seeing as it's the only one of the three I've properly played!
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Esper on August 01, 2012, 02:49:57 AM
I'm sucking horribly at S99 and Banana would like to say that he hates it, him saying and I quote

Quote from: IRC Log
[17:47] <Zengeku> tell me how well you are doing in Strikers esu-chan
[18:16] <Esupanitix> Haven't played it today :V
[18:16] <Esupanitix> I kinda have a massive headache and my lack of a Barq's high isn't helping me
[18:17] <Bananamatic> fuck strikers

And I agree with him. Fuck Strikers 1999, I'm going to play Ketsui all week.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengeku on August 01, 2012, 03:07:36 PM
Yeah well, the game's not bad at all but I suck at it and dying to the same easy looking things is starting to grate on my patience with it. Especially since stages 1,2 and 3 doesn't challenge. In fact, hardly anything in the stages themselves does before like Stage 6. The bosses keep killing me stupidly though so I haven't progressed beyond Stage 5.

Still Esu, you should at least submit your best credit if you haven't done so already. My best so far is 550k. I don't know what you have but just submit whatever you got. Doesn't matter if people see you sucking at Strikers. You are better at Touhou and as it's been proven before; Touhou is harder so it doesn't really matter how you perform in Psikyou games.  :V

Also. Haven't played Strikers since early yesterday since a horribly stupid incompetence on the governments side that caused me to not get into University before next year... so basically I've been looking for work so I at least can make some money. I figure that is a bit more important than Strikers.  :V
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Esper on August 02, 2012, 06:33:07 AM
Yeah well, the game's not bad at all but I suck at it and dying to the same easy looking things is starting to grate on my patience with it. Especially since stages 1,2 and 3 doesn't challenge. In fact, hardly anything in the stages themselves does before like Stage 6. The bosses keep killing me stupidly though so I haven't progressed beyond Stage 5.

Still Esu, you should at least submit your best credit if you haven't done so already. My best so far is 550k. I don't know what you have but just submit whatever you got. Doesn't matter if people see you sucking at Strikers. You are better at Touhou and as it's been proven before; Touhou is harder so it doesn't really matter how you perform in Psikyou games.  :V

Also. Haven't played Strikers since early yesterday since a horribly stupid incompetence on the governments side that caused me to not get into University before next year... so basically I've been looking for work so I at least can make some money. I figure that is a bit more important than Strikers.  :V

1. Yes.

2. I'll try again for a bit and see what I can do (Though it'll be hard to keep me away from Ys for more than 30 minutes, God help me when school comes along).

3. Ouch. Sorry to hear that.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on August 02, 2012, 02:02:45 PM
Did some state practice day 1, and ran a couple credits for my 799k, haven't beaten that yet.  Stage portions were all really easy to get consistent at save for a couple parts of 1-8, but them bosses... I'm absolute shit when it comes to memo.  Even if I know what to do, I have this stupid tendency to forget.  I can sight-dodge most of it, but there comes a point where it just becomes too difficult to do that and turns into resource management.  The power loss from dying on things I'm usually consistent with really throws me off too.  So far an ideal run for me would look something like NMNB 1-1 to 1-3, a bomb or two each for 1-4 to 1-7, and just nuke the fuck out of 1-8 with my Mecha-36.

EDIT: (http://i.imgur.com/u5brn.png)
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Esper on August 02, 2012, 08:44:03 PM
GundeadLigne Stage 4 is a jerk. The bullets make no fucking sense and my eyes are actually getting fucked around with in a shmup.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on August 02, 2012, 09:02:36 PM
Sounds like Gundemonium to me.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengeku on August 02, 2012, 09:29:20 PM
Congratulations on your clear Chirpy. Now go play a proper game like UFO Lunatic. Should be easy for you.  :V
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Esper on August 02, 2012, 09:30:12 PM
Sounds like Gundemonium to me.

Yes, I kinda got a Steam wallet card yesterday and spent it on Indie Pack V and the Gundemonium Pack. :V
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on August 02, 2012, 09:39:25 PM
Which character and subtype?

Stage 4 in that game changes which bosses you fight based on shottype.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Esper on August 03, 2012, 05:06:46 AM
Which character and subtype?

Stage 4 in that game changes which bosses you fight based on shottype.

Except that  I fought two different bosses with the same shot.



I fucking hate you Hitogata Happa. I hate you. I hate your guts. How the hell do you get past the first boss? With Leaf, the only doll shot that you can use by then, you take too fuckin' long to kill the boss. What the hell do you do? Also, once the timer goes down to zero, the boss flips its shit and if you die to this bullshit attack, game fucking over. You could have over 100 lives, which is possible, but one death would still be game fucking over. Bull fucking shit.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on August 04, 2012, 03:00:59 PM
I think eb was saying you have to ram yourself into the boss to deal enough damage.  Suicide more!
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on August 05, 2012, 09:38:29 PM
So I just played some Gradius IV. I have no idea why I did that, but I ended up getting by that crappy Stage 2 for the first time ever. Just to find out that stage 3 is even crappier still. Yeah, I'm not touching this one again, and I can consider getting by stage 2 at least a small victory.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Thanuris on August 07, 2012, 03:58:57 PM
This was a great 1st week for the Touhou teams, i wonder if the scoreboards are going to stay like this after the V-V week
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Erppo on August 07, 2012, 08:13:19 PM
Well we currently have a whopping 17 point lead on TCACTRM, which is a lot more than what the difference ever was during last year, so I'm hopeful. Congrats to all the Touhou-folks who took part in the takeover! :V
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Ionasal kkll Solciel on August 08, 2012, 12:49:28 AM
I fucking hate you Hitogata Happa. I hate you. I hate your guts. How the hell do you get past the first boss? With Leaf, the only doll shot that you can use by then, you take too fuckin' long to kill the boss. What the hell do you do? Also, once the timer goes down to zero, the boss flips its shit and if you die to this bullshit attack, game fucking over. You could have over 100 lives, which is possible, but one death would still be game fucking over. Bull fucking shit.
Unlike almost every other shmup in the world, this one essentially requires you to RTFM. It's fun once you know what you doing, but until then, frustration city.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: shadowbringer on August 08, 2012, 05:31:52 AM
for some reason I'm afraid that

- ChoRenSha gets picked over MS and people somehow decide that "they're too tired of doujin games having space in present or future STGTs" (which would block MS from future STGTs)
- MS gets picked over ChoRenSha and people somehow decide that "Touhou week sucks, they're too tired of doujin or Touhou games having space in present or future STGTs"

and like I said on the channel, while I cheer for Azinth's landmark (personal s99 best and unprecedented affair), I also don't cheer for my landmark (75th on the first week). While this does feel a bit nostalgic (me sucking at Varth week, the first week of STGT 2009, which was my first stgt), I do feel alarmed, even though I had much more free time back in 2009 than now. Especially because iirc I placed 45th in Mars Matrix in 2010, which I disliked way more than s99 (which doesn't even demotivate me the way MM and Xexex did -- due to how memo-heavy they were or felt).

I hope you guys can survive the Cave week and possibly the ChoRenSha week (because MS could be considered a "strategic suicide", for the non-Touhou players/teams), forgot the games of the other week (hori week?).
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on August 08, 2012, 07:29:28 PM
Yeah, hori.  Most likely R-Type Leo, possibly Salamander 2.  I don't think Black Heart has a chance in hell... I'm really hoping for MS week as well.  CRS is a fun game but powerup circles are ugh.  Getting in the middle and staying there without accidentally grabbing an item is harder than it looks.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Erppo on August 13, 2012, 03:13:10 PM
So umm, looks like we won this week by an even bigger margin. With the lead currently at 39 points I'm not sure if we can even lose this anymore unless something really bad happens.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: DarkslimeZ on August 13, 2012, 03:30:20 PM
So I grabbed exceed3rd off of Steam the other day, since I remember playing it quite some time ago and liking it. And I'm loving it again, because it's awesome. :V

That said, the shmups forum seems like it doesn't appreciate doujin games at all and I couldn't find an exceed thread on it, so can anyone tell me how the score multiplier works? As far as I can tell, it's based on shooting down enemies as quickly as possible, but I'm not completely sure about that. (they removed my reflex high score topic from the index -- though no one has posted a score in like a couple years, it's being localized by Nyu Media now)

also go team touhou~
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on August 14, 2012, 02:06:28 AM
Just over 300,000 at the moment on Salamander 2 getting to stage 6. I still can't kill that damn Brain Golem on stage 1 though. Stage 5 still completely destroys me.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Shimatora on August 14, 2012, 04:08:57 PM
So I grabbed exceed3rd off of Steam the other day, since I remember playing it quite some time ago and liking it. And I'm loving it again, because it's awesome. :V

That said, the shmups forum seems like it doesn't appreciate doujin games at all and I couldn't find an exceed thread on it, so can anyone tell me how the score multiplier works? As far as I can tell, it's based on shooting down enemies as quickly as possible, but I'm not completely sure about that. (they removed my reflex high score topic from the index -- though no one has posted a score in like a couple years, it's being localized by Nyu Media now)

also go team touhou~

I'm pretty sure it's just kill everything as quick as possible, and do it consistently to keep the multiplier up.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on August 28, 2012, 04:47:16 AM
So how bout that Blade Buster Super Star Shooter?
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Shimatora on August 29, 2012, 04:39:20 AM
So how bout that Blade Buster Super Star Shooter?

The only difference? It's impossible to get working properly without tweaking it for hours.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: DX7.EP on August 29, 2012, 03:18:48 PM
Probably old news, but X360 SDOJ next spring whoo! (http://www.cave.co.jp/gameonline/Xbox360/saidaioujou/)

/me also hopes for Aksys/RSG localisation of this port to NA
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Zengeku on August 31, 2012, 09:03:13 PM
Mushihimesama Futari Maniac 1cc! Nice to have this clear done man. I decided to go for this about a week ago and have spent a little time every other day practicing the game. Larsa was a terrifying boss as usual but I got to her with two additional lives in stock so it was cool.

Didn't even get the second score extend since i was too lazy to learn scoring in this game even if the scoring doesn't look half bad.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: チソウ タイゼン on August 31, 2012, 09:19:59 PM
Mushihimesama Futari Maniac 1cc! Nice to have this clear done man. I decided to go for this about a week ago and have spent a little time every other day practicing the game. Larsa was a terrifying boss as usual but I got to her with two additional lives in stock so it was cool.

Didn't even get the second score extend since i was too lazy to learn scoring in this game even if the scoring doesn't look half bad.

Whoa, congrats~



Hmm, has anyone here played the shumps by Cactus?
It's been years, but I've finally returned to clear Clean Asia, only to find that it's just as difficult as I remember :ohdear:
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on September 02, 2012, 01:55:36 AM
I just tried Judgment SilverSword again after I'm not sure how long. Got wrecked pretty badly. I did remember most of it at least, and at least I still got to Divine Flow. But I need to get back to where I was.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Sapz on September 02, 2012, 05:21:42 PM
http://www.youtube.com/watch?v=FwtbYhV9Iqw Behold, Inbachi, the true true last boss of SDOJ! For anyone who felt regular Hibachi was a little uninspired, this might feel a little more intimidating. :V It's pretty goddamn awesome.

Conditions for Shot/Laser are believed to be no misses/bombs, all bees, over 30 rank, over 30k max hits. Exact conditions for EX are currently unknown.

終わりだ。死ぬがよい!
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: DX7.EP on September 02, 2012, 05:32:33 PM
OH GOOD GOD THE PATTERNS! :o This is more like a proper TLB!
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: [K]KoaMeow on September 02, 2012, 11:56:02 PM
http://www.youtube.com/watch?v=FwtbYhV9Iqw Behold, Inbachi, the true true last boss of SDOJ! For anyone who felt regular Hibachi was a little uninspired, this might feel a little more intimidating. :V It's pretty goddamn awesome.

Conditions for Shot/Laser are believed to be no misses/bombs, all bees, over 30 rank, over 30k max hits. Exact conditions for EX are currently unknown.

終わりだ。死ぬがよい!
Wow. Holy shit indeed.

So second-to-last voice at the end of SDOJ trailer few months back was actually Inbachi's voice ._.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Seppo Hovi on September 03, 2012, 07:58:10 PM
Good job with STGT, well played guys.

How about getting all top 3 spots for Touhou teams the next year?
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on September 03, 2012, 09:57:12 PM
I'm just glad I can get back to good STGs. Time to get serious about Judgment SilverSword Hard/Special Mode Default Ship, Deathsmiles WL All level 3 + Ex, and some other stuff.

Edit: Almost got past Extra Boss and I didn't even practice the stage. If only I hadn't died with bombs in stock several times, I would have gotten to Last Stage Ex.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Sapz on September 04, 2012, 05:37:08 PM
Just because it hasn't been said here yet, it looks like this year we got to prove that Touhou is harder. :toot: Great job, everyone.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Shimatora on September 05, 2012, 06:11:37 AM
Congratulations TiH!  :D
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Chaotic Phoenixma on September 05, 2012, 10:06:18 PM
I'm not sure whether I like or hate Deathsmiles. My opinion on the game pretty much changes every time I play it.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: jc_foster on September 06, 2012, 02:40:51 AM
Finally cracked 400m on Mushi Futari novice maniac (video once I'm in a non-lazy enough mood to record it :V). Then I grabbed the replay of the current top score (about 560m) .... should be interesting once I get a handle on learning all the things I wasn't doing.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: shadowbringer on September 06, 2012, 05:19:45 AM
for the lack of some better idea, here goes my celebration for the STGT results :D

http://www.youtube.com/watch?v=LIAU6xmireA

Good job, everyone, I hope to improve for next year and play with you again, people ^_^
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on September 08, 2012, 12:49:51 AM
Congratz guys!
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: NegaZero on September 10, 2012, 02:50:22 AM
Congrats on winning STGT, TiH!

Recently DFK stage 3 has been ruining all of my runs. D: Guess that's what happens when I don't play this game for a month or so.
Also that warning banner for Inbachi is terrifying.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: DX7.EP on September 10, 2012, 03:18:49 AM
DFK S3 is a pain, I agree. Tend to lose an Ura bee here during the midboss. :\
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: chirpy13 on September 10, 2012, 05:34:23 AM
Burunyanman is the best thing to ever happen in the history of shmups.  Hell, it's the best thing to ever happen period.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: [K]KoaMeow on September 10, 2012, 10:27:55 AM
Finding some hibachi pictures to draw suddenly threw me this. (http://shmups.system11.org/viewtopic.php?p=794283#p794283)

Not sure if it's brought up here yet. Frankly, a part of me says that it's a hoax, a part of me wants it for real. Thoughts?
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: DX7.EP on September 10, 2012, 12:59:42 PM
:teaspit:

Pretty sure it's fake considering the platform, date of the post, and the presence of Dead Space on the games list (there is no official port to Mac, thus implying Wine wrappers). Assuming their prior history, I guess it'll involve porting over some of their code from the iOS versions, due to the similar APIs between iOS and Mac OS X; alternatively they'd use a wrapper such as Cider (which pisses off many Mac gamers).

But if it is an actual thing...interesting.
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Sapz on September 10, 2012, 07:05:23 PM
Sorry, it's fake (and old). Last time I met Icarus at the annual Casino meet he explained how he made it in Photoshop and was getting hilarious replies. :V
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: [K]KoaMeow on September 14, 2012, 05:46:13 PM
Ha, good gotcha there.

I'd still have a some wishful thinking about it :3
Title: Re: SaidaiSTG Thread Ver 1.11 (counterstop fixed, initials still not working)
Post by: Erppo on September 19, 2012, 04:00:11 PM
Daifukkatsu silly conditions edition (no hypers) (https://www.youtube.com/watch?v=0WWlk1EB25Q)