Author Topic: STG Thread 6: WELCOME TO VIOLENT CITY  (Read 115301 times)

Zengar Zombolt

  • Space-Time Tuning Circle - Wd/Fr
  • Green-Red Divine Clock
Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #210 on: July 08, 2010, 04:50:34 AM »
My Bakraid senses are failing me! I either fuck up my chains on Naval/Seaside stages, or I die to Balrog and Cyclops. >>;;

Bananamatic

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #211 on: July 08, 2010, 01:59:17 PM »
stage 5, 4,517,630, 54 items

goddamn I suck at the final 1/4th of st5 and both of the elemental bombers, lost 1 life on st4 and 3 on st5

so dimahoo got 5 votes

where are your scores
« Last Edit: July 08, 2010, 02:11:31 PM by Bananamatic »

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #212 on: July 08, 2010, 02:29:47 PM »
where are your scores

All over the place.  :derp:

Might enter this one, Dimahoo is loads of fun. Scoring is hilarious though, grabbin' my four leafed clover and rabbit's foot for this sumbitch.

Matsuri

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #213 on: July 08, 2010, 02:38:38 PM »
Score thread's up and running.

Am I lazy?

I am lazy!

This is...

GREAT LAZINESS DAISAKUSEN

EDIT: Oh, and congrats to Azinth for the #1 Giga Wing spot.

Jaimers

  • You just did it because you're older than me.
Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #214 on: July 08, 2010, 03:08:40 PM »
Enemy drops?!

What is this a fucking RPG?!



Anyway...



lol at me doing this on my first try. The intentional slowdown is seriously horrendous, but I don't see a way to turn it off.

Replay

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #215 on: July 08, 2010, 04:32:47 PM »
I guess I could do the Deathsmiles thread, but I'll wait for next week so we have a full week to submit scores.

Matsuri

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #216 on: July 08, 2010, 04:36:34 PM »
Like I said before, the DeathSmiles thread was gonna be an extended thing, to run as long as we wanted it to. That's why I wanted it to be a separate thread.

Zengar Zombolt

  • Space-Time Tuning Circle - Wd/Fr
  • Green-Red Divine Clock
Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #217 on: July 08, 2010, 04:50:13 PM »
GREAT LAZINESS DAISAKUSEN
I will put you in a world of hurt.
Also gameovered in Bakraid. Next item an enemy drops? An Extend! :getdown:

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #218 on: July 08, 2010, 05:45:55 PM »
Having random popcorn drop extends that are of pretty unnoticeable color is the most annoying design decision ever. I remember a run where I accidentally missed two extends during a same stage.

We should play Bakraid some week.
Spoiler:
not really
I still remember when my high score for Normal 1cc was around 5M and then I found out that you can milk 11M from the st1 boss alone.
"First of all, for those who've cleared the game, please try playing for more points." - ZUN

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #219 on: July 08, 2010, 06:42:21 PM »
Because we started talking about arcade shmups in the spellcard help topic:

Ketsui. I don't know what it is about those Cave shmups but they always seem so bland too me. Always just a big blur of purple that you somehow gotta dodge.

I couldn't even sit through gameplay footage of the first two stages without getting bored. But... i will give it a try sometime. If i don't come back with my thoughts on it, you'll know that i haven't tried it.

Instead, i went to SoTW and saw that they are playing Dimahoo this week. What can i say? This game is fun! Thanks Banana. I didn't know Capcom could make fun shooting games but apparently they can. Capcom is truly a great company. Resident Evil, Mega Man, Mega Man X and now Dimahoo. I'm only at the Stage 4 boss and i die pretty often as bosses that switches to different attack phases on the fly are much harder to deal with than a boss that says. First non-spell. Then RTG. Then rape. Then Aura of Light etc.

And the relentless onslaught on enemies also cause me to die often. So i don't expect to do a 1cc as i really can't bomb well in these games because i suck. I don't see what kills me. Going for a no-save state 1cc will probably prove frustrating to me because i get ninja'ed too often.

I may do 1cc's of arcade shmups once i get better at having only three lives or so and having enemies shoot hard-to-see bullets all over the place.

In other words: UFO kicks my ass. So does Dimahoo. But at Dimahoo, i enjoy it.

Jaimers

  • You just did it because you're older than me.
Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #220 on: July 08, 2010, 06:45:58 PM »
But... i will give it a try sometime.

Good luck with that.

Bananamatic

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #221 on: July 08, 2010, 07:06:13 PM »
Dimahoo is actually one of the hardest single loop 1ccs out there :V so don't feel bad about not being able to 1cc.

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #222 on: July 08, 2010, 07:30:02 PM »
Dimahoo is actually one of the hardest single loop 1ccs out there :V so don't feel bad about not being able to 1cc.

Well i got to this blue ship midboss right before the Stage 5 boss. I haven't been able to beat it yet and suddenly Mame starts to glitch out given sudden onsets of 1000 fps framerate. So... i'm kind of annoyed but its not the games fault. It may be because Mame doesn't officially support savestates in the game.

So guys who know stuff: I've noticed some enemies fire blue and red bullets at you and you yourself can switch between red and blue. And sometimes getting hit by these bullets doesn't kill you. Also, the midbosses i was talking about before were red and blue. Is there a connection here or is it just the visual design?

I'm thinking it might be something similar to Ikaruga where blue will give you perks against red.

Matsuri

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #223 on: July 08, 2010, 07:35:16 PM »
From what I've observed, and correct me if I'm wrong, the colored shots can be destroyed by shooting them using your options, if you're the same color-- in other words, if you're red, and there are red bullets coming at you, hitting them with your option's shots will destroy them-- and being hit by these bullets will drop your magic (option) level.

Destroying an enemy of the same color as you will give you half the points, it seems, while destroying an enemy of the opposite color will give you a x2 bonus.

In other words, playing this for score is an extremely picky memorizer. :colonveeplusalpha:

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #224 on: July 08, 2010, 07:44:23 PM »
True, many Cave attacks look somewhat bland when compared to all the pretty and colorful Touhou stuff. Rather than looks, the first design priority of Cave seems to be functionality - those bland looking patterns are usually really fun to actually dodge through. The more time you devote to Cave games, the more you will appreciate how well designed the bullet patterns are in terms of playability.

Dimahoo: What the last post said, plus the fact that you deal double damage to enemies of opposite color (and possibly only half to same color, not sure about that though). Except for bosses, score gained from kills seems to be so small that I wouldn't worry too much about the color multiplier.

Oh, and its made by Raizing not Capcom dammit!
"First of all, for those who've cleared the game, please try playing for more points." - ZUN

Zengar Zombolt

  • Space-Time Tuning Circle - Wd/Fr
  • Green-Red Divine Clock
Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #225 on: July 08, 2010, 07:47:01 PM »
and being hit by these bullets will drop your magic (option) level.
Actually it drops both shot and magic levels. Sometimes it will leave the lost levels in form of the items falling behind you, in which case you MAY be able to recover them.

also I totally knew Zengeku would love Dimahoo :V

Formless God

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #226 on: July 08, 2010, 07:50:26 PM »
Ketsui. I don't know what it is about those Cave shmups but they always seem so bland too me. Always just a big blur of purple that you somehow gotta dodge.
Better patterns, better bullet behaviors, better music (NO FUCKING REMORSE), manly bees on fire, what else do you want ? :V

LHCling

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #227 on: July 08, 2010, 08:39:32 PM »
Oh, and its made by Raizing not Capcom dammit!
To clarify this, it's designed by Raizing (or 8ing if you prefer) and published by Capcom.

GREAT LAZINESS DAISAKUSEN
ilu
In other words, playing this for score is an extremely picky memorizer. :colonveeplusalpha:
you said you weren't going to play what nonsense is this
Contemplating entering a score; but daaaaamn that scoring system is a turn-off.

The more time you devote to Cave games, the more you will appreciate how well designed the bullet patterns are in terms of playability.
Does this include DDP 2-4 and DP 2-2?  :V

Also found a Battle Garegga Chitta superplay for me to copy / study. Aiming for the letter score!
[16:25] <Kuruminut> Shut up MS Word, "fangirlism" is totally a word
<>
[07:59] <Sapz> ベーティさんは馬鹿っぽいだろう、この「っぽい」好き者

Bananamatic

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #228 on: July 08, 2010, 08:44:31 PM »
counterstop dimahoo
it has been done

Formless God

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #229 on: July 08, 2010, 08:49:26 PM »
1) Stages aren't all streaming 2) nofocusnofocusnofocusfdlskjfd 3) Do not comprehend the system 4) Bosses are fun 5) Infernon's BGM is freaking badass 5) Yellow sucks.
And lastly, 20 credits :V

Matsuri

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #230 on: July 08, 2010, 08:51:11 PM »
Who do you all play as in Dimahoo, anyway? Chitta and Golden seem to work the best for me. >_>

Sapz

  • There's no escape.
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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #231 on: July 08, 2010, 08:57:30 PM »
Ketsui. I don't know what it is about those Cave shmups but they always seem so bland too me. Always just a big blur of purple that you somehow gotta dodge.
It's not as pretty as Touhou, but (IMO, of course) a lot of the attacks ZUN makes (particularly in the older games like PCB; he seems to have been getting better at this recently and it doesn't happen much in UFO) seem to be interesting/enjoyable to look at, at the expense of being interesting/fun to dodge; to use the PCB example again, a lot of the spellcards look awesome and varied, but most just come down to micrododging between a few small arrow bullets. CAVE games are the opposite; any aesthetically pleasing attack is pretty much incidental, because the goal is always to have an intense and fun attack to dodge. An good example is the fourth boss in Ketsui - it's not much to look at, but the varied types of dodging required and tons of different patterns make this one of my favourite shmup bosses.
Does this include DDP 2-4 and DP 2-2?  :V
Hey hey, 2-4 is fun. :V
Let's fight.

Bananamatic

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #232 on: July 08, 2010, 08:58:32 PM »
Used to use Chitta, but Solo-Bang works the best for me :V
plus his name is a lesbian porn site so yeah

KOA

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #233 on: July 08, 2010, 09:14:11 PM »
Who do you all play as in Dimahoo, anyway? Chitta and Golden seem to work the best for me. >_>

Birthday, but not because of the bomb.

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You can do anything you set your mind to, but only if there's slowdown.

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #234 on: July 08, 2010, 09:26:45 PM »
Whatever good gameplay Cave has gets drowned by boring visuals for me. Sorry.

And Sapz. What i read from your post is that ZUN's patterns are pretty but not too interesting unlike Cave that aren't pretty but much more interesting and that ZUN has made patterns more interesting with UFO but the only thing i found interesting about UFO is how grossly frustrated i can get with a game. If those Cave bosses are anything like UFO chances are i won't like it. But i'll see if i can't try it soon enough.

That Ketsui boss looks pretty cool but the stages are all incredibly long dragged out blurs of pink right? Dimahoo's stages 4 and 5 were a bit too long for my tastes but they weren't really boring.

And lastly, 20 credits :V

What good is that if you only want to use one?


Bananamatic

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #235 on: July 08, 2010, 09:32:00 PM »
Birthday, but not because of the bomb.
Yeah, and I play SanaeB, but not because of the spread.

KOA

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #236 on: July 08, 2010, 10:08:42 PM »
That Ketsui boss looks pretty cool but the stages are all incredibly long dragged out blurs of pink right?

No, you're thinking Mushihime. Ketsui is long dragged out blurs of red and blue.

YouTube - Website - Blog - Ask me anything
You can do anything you set your mind to, but only if there's slowdown.

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #237 on: July 08, 2010, 11:18:40 PM »
Does this include DDP 2-4 and DP 2-2?  :V

No idea. Second loops are for crazy people. :V
"First of all, for those who've cleared the game, please try playing for more points." - ZUN

KOA

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    • HP
Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #238 on: July 08, 2010, 11:36:15 PM »
Infernon's BGM is freaking badass
So is the name of the BGM. The Genius of Battle.

Oh, and just to clarify a few things.
- It may be made by Raizing, but this is one of the few games that Yagawa -isn't- in charge of. Therefore, no rank manipulation is required as per Garegga/Bakraid/Ibara.
- When you get hit by bullets of the same color as yourself, you level down in shot and magic. You can cancel bullets of the same colour, but you deal half-damage to the same colour and 2x damage to the opposite colour. As for scoring, it's important to destroy with the opposite colour since same colour only gives you 1/2 point value and opposite damage gives you 2x of the enemy's point value. This applies to bosses as well. Just don't use a bomb to finish off the boss since doing that gives you 1/10th of the boss' point value.
-Dimahoo has indeed been counterstopped, but it seems like Grimlen was the only character that has the counterstop so far, according to this thread.
« Last Edit: July 08, 2010, 11:46:48 PM by SFKhoa改 »

YouTube - Website - Blog - Ask me anything
You can do anything you set your mind to, but only if there's slowdown.

Matsuri

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #239 on: July 08, 2010, 11:51:05 PM »
That Ketsui boss looks pretty cool but the stages are all incredibly long dragged out blurs of pink right?

Yeah, that's Mushihimesama/Mushihimesama Futari.

I'd really suggest playing those before passing judgment on them, honestly. They aren't my favorites for no reason, after all-- and when you're playing, it's almost hypnotic, really. On the other hand, if you're focusing on playing for score, the stages don't seem that long at all.