Author Topic: STG Thread 6: WELCOME TO VIOLENT CITY  (Read 115304 times)

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #300 on: July 12, 2010, 03:45:03 PM »
VARTHVARTHVARTHVARTHVARTHVARTHVARTHVARTHVARTHVARTHVARTH

(world version, not the japanese version, with autofire allowed -- or else, people will get tired from shooting)

y/y
neku: now for something important.
Translations.
How much time do you guys think it will take for HM to be translated? Besides everyone's story modes and the whole menus, there's also the fact that the way HM's programmed is different from all other games. I bet it'll take two months.

lusvik: I don't mind about playing HM in japanese. The language of punching other people is international.

Matsuri

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #301 on: July 12, 2010, 03:57:32 PM »
hell with it

I'll probably be playing DeathSmiles anyway :P

Bananamatic

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #302 on: July 12, 2010, 05:17:21 PM »
varth

Jaimers

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #303 on: July 12, 2010, 08:51:28 PM »
So I just made my own PayPal account and the first thing I did was order Mushihimesama Futari.  :P

Zengar Zombolt

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #304 on: July 12, 2010, 10:12:26 PM »
Donpachi. COME O-
...

welp

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #305 on: July 12, 2010, 10:14:02 PM »
I expect you to do a lot better at Ultra than the rest of us do.

1cc'd Deathsmiles with Follett getting a little over 90,000,000. I still completely suck at scoring in this game. Got to Tyrannosatan with 4 lives, almost blew it.

Matsuri

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #306 on: July 13, 2010, 12:20:25 AM »
So I just made my own PayPal account and the first thing I did was order Mushihimesama Futari.  :P

An excellent purchase. Congratulations!

KOA

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #307 on: July 13, 2010, 01:14:17 AM »
An excellent purchase. Congratulations!

This.

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #308 on: July 13, 2010, 01:15:52 AM »
SFKhoa, whatever you did to your avatar, you should have done it long ago

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #309 on: July 13, 2010, 03:43:39 AM »
JUST A COUPLE MORE SHOTS
Also 1DNB Vampire with Flame Viper A.
._.

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #310 on: July 13, 2010, 02:06:19 PM »
personally, I think that chaining in DonPachi is more difficult than in Dodonpachi, but haven't played more than 2 stages, so I may be missing something..

is Varth confirmed already? If it is, does anyone here need info about the game?
For those who don't know:
(end-of-stage stuff)
- getting to the end of a stage without pods = 50,000 points
- carrying 1/2/3/4/5 bombs at the end of a stage = 1,000/3,000/10,000/20,000/30,000 points
- bonus for defeating the final boss = 1,000,000 points
- bonus for each life in stock at the end of game = 100,000 points (imho, this is more to not encourage suiciding to lose pods when/if you're near the end of the game)

(across stage stuff)
- the 1942-ish formations of white planes are an optional source of score, chaining them (I mean, destroying all planes in the formation) will give you an immediate bonus of 1,000 points up to 10,000 points
- there's hidden bonuses during the stage, such as pickup items (F-1 flags/helmets/racing cars) that are revealed when you shoot them, or poles (or whatever these are) which are revealed when you fly over them (and can be shot down), or.. Ryu (shooting him will make him release random powerup items)
- killing all 6 larger planes at the end of stage 09 (they move slowly from behind, in the background, before emerging and becoming vulnerable) will give you a Perfect Bonus at the end of the stage (100,000 points)
- there's a glitch on the stage 04's boss; since the bonus for defeating bosses is based on how fast you kill them (it decreases by 1000 points the more time you spend on them), getting either 29,000 points or 27,000 points will actually give you 290,000 points ( see Ruldra's podless clear video for a demonstration of the timing -- however, it seems that he took advantage of the lower rank increase from not using pods ) or 270,000 points ( there's a time when the two satellites come near the bottom of the screen, while staying near the boss -- that's the time to finish them and let the core destroy itself ); however, score-based extends (at 600,000 points and 2,000,000 points) will not consider the extra bonus

and finally, the most important part imho
(survival stuff)
- keep in mind that bombs regenerate automatically over time, can be used both defensively and offensively (their invulnerability time allows you to point-blank enemies); wiggling (switching directions often) does make you regen bombs faster, but there's actually a limit for the regen speed, so you don't have to tire yourself by doing so.
- collecting items (point items, or powerups, or one of Capcom's mascots which damage/destroy all onscreen enemies) will give you as much invulnerability time as if you used bombs, so you can collect them (or even stay near them sometimes) to avoid spending a bomb, or to maintain invulnerability time
- enemies will fire even at near point-blank, and since most (if not all) of them have dead angles, you can die due to "misaimed" aimed shots; my advice: avoid that situation by not flying near them
- sometimes, enemies will come from behind, without warning. Most noticeable in stage 06, because there will be enemies on the screen already, which would be a reason to avoid the middle of the screen (unlike stage 09, which also has 3 hidden pickup items together that you can use for their invulnerability time). Keep in mind, though, that none of them will fire at you right after appearing, and their greatest threat would be if you collided into them or got scared without having anywhere to dodge incoming bullets.. personally I don't see a situation where you can die ( with pods, at least ) due to lack of bombs if you bomb early in them, especially because since they're taking screen space, you can choose to bomb in order to kill them before they attack.
- the cave walls (in stage 12, for example) don't kill you on collision (however, destroyable pipewalls in one of such caves, do -- you may use invulnerability time from items/bombs against them, though)
- other stuff: fixed pods raise rank the fastest, as they block common bullets from above (not missiles/lasers/flamethrowers/lava); don't be so concerned about not using pods through the game at the start, since if you can survive far enough, you'll have more enemies to destroy. Finally, imho this is a game which rewards survival potential (I mean, you'll want to get farther and farther) and consistency (I mean, how you consistently destroy enemies; missing some of them -- except 1942-ish plane formations -- isn't something restart-inducing)
neku: now for something important.
Translations.
How much time do you guys think it will take for HM to be translated? Besides everyone's story modes and the whole menus, there's also the fact that the way HM's programmed is different from all other games. I bet it'll take two months.

lusvik: I don't mind about playing HM in japanese. The language of punching other people is international.

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #311 on: July 13, 2010, 03:58:25 PM »
Deathsmiles 1cced with all characters. Now I can start working on scoring and Death Mode. Casper run was pretty damn bad, almost no good scoring whatsoever. Even bombed Jitterbug for safety purposes because I knew I had enough resources, and I didn't want to risk getting killed too much trying to no bomb him with her weak attacks.

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #312 on: July 13, 2010, 05:03:21 PM »


input file (emulator: lagless mame)

- second time reaching stage 17, ever
- in this run i was trying to see if the laser sucked as much as people said it sucked.. though I accidentally picked pods on stage 2 (I normally try to pick them in stage 4 or later), so they may have helped cover the laser's narrow line of fire
- after not dying in stages 6 , 11 and 12, I was really excited to see how well I could fare in this playthrough.. until I died a lot on stage 15 T__T
- I'm happy with how I was prepared against the attacks in stages 6, 11, 12 and 14
- started dying (outside of stage 15) because I underestimated the enemies' ability to kill me while I try to pick powerups
- I got lucky at times, but on my last death, I felt that the game totally trolled me :V
neku: now for something important.
Translations.
How much time do you guys think it will take for HM to be translated? Besides everyone's story modes and the whole menus, there's also the fact that the way HM's programmed is different from all other games. I bet it'll take two months.

lusvik: I don't mind about playing HM in japanese. The language of punching other people is international.

Matsuri

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #313 on: July 13, 2010, 05:04:38 PM »
Looks like we're playing Varth.

shadowbringer, world version + autofire allowed, right?

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #314 on: July 13, 2010, 05:11:30 PM »
Time for a break from Deathsmiles ESPGaluda II is here.

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #315 on: July 13, 2010, 05:30:43 PM »
3.2M and st17 in Varth. I guess that score is okay for that point then. If so, then it seems that you can pretty much just focus on survival and still get decent scores. Seems that Smart Pods, Machine Gun and Homing are the way to go. Smart Pods cannot be trusted for anything but since most of my deaths are because of things coming from below or sides they still seems to be the best choice. If they have lower rank then it's even better.

So we're allowed to use the maximum autofire rate in MAME then? It feels like cheating at some points (you can kill the st1 boss before it even fires anything) but if everyone is using it then it's probably fine. It's not like it makes the game too easy anyway.
"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 #316 on: July 13, 2010, 05:41:33 PM »
This is going to take a while to learn how to play.

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #317 on: July 13, 2010, 05:42:55 PM »
Looks like we're playing Varth.

shadowbringer, world version + autofire allowed, right?

yes :D


edit:
3.2M and st17 in Varth. I guess that score is okay for that point then. If so, then it seems that you can pretty much just focus on survival and still get decent scores. Seems that Smart Pods, Machine Gun and Homing are the way to go. Smart Pods cannot be trusted for anything but since most of my deaths are because of things coming from below or sides they still seems to be the best choice. If they have lower rank then it's even better.

survival means more enemies to destroy + more point items + more 1942-ish plane formations + more end-of-stage bonuses :D

my general idea for using smart pods is to avoid masses of bullets, where they aren't reliable/"controllable", and to avoid counting on them when getting close to enemies without having invulnerability time ( if/when I do get close to them, it's because they have a time between when they appear, and when they start attacking )

So we're allowed to use the maximum autofire rate in MAME then? It feels like cheating at some points (you can kill the st1 boss before it even fires anything) but if everyone is using it then it's probably fine. It's not like it makes the game too easy anyway.

since I sometimes play Varth in.. a multiple game arcade cab (which uses mame), without autofire, I feel that even if the game is still fun even after I lose my first life quite early, shooting through the stages is tiresome enough without restarting. Think of playing Raiden II with the violet-colored shot, without autofire, for comparison. (in b4 "I should be using the spread shot instead" :p)

Nice work in your score and stage, btw! (when I played Varth first, it took me about a whole week to reach stage 17!)

This is going to take a while to learn how to play.

fortunately, there's not much secrets beyond surviving and optionally making your survival a bit more difficult to score better (not overspamming bombs, not reaching the end of stages with pods, not missing the 1942-ish formations of white planes..). There's 2 pod formations, 3 pod shots and 3 shot types, and most of the times, surviving will be the choice which will reward you better with least effort (though the riskier option -- podless run -- may be good for those who can survive well enough without pods; still, not something viable if by doing so, you don't reach as far as you normally would)
« Last Edit: July 13, 2010, 06:01:49 PM by shadowbringer »
neku: now for something important.
Translations.
How much time do you guys think it will take for HM to be translated? Besides everyone's story modes and the whole menus, there's also the fact that the way HM's programmed is different from all other games. I bet it'll take two months.

lusvik: I don't mind about playing HM in japanese. The language of punching other people is international.

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #318 on: July 13, 2010, 06:04:20 PM »
That post was about ESPGaluda II

Edit: Which seems like a pretty fun game though. Haven't figured out scoring yet though.
Just got a 220,190,563 run on Black Label mode though. Stage 3. Might have gotten to the boss if I hadn't died with the ability to bomb several times. Still doing the Normal play mode though, no score attack.



Also, how do you set your rank for arrange? I watched an all clear replay, chose the option necessary, but I can't find where to change the rank on it.
« Last Edit: July 13, 2010, 11:08:11 PM by Enigma »

KOA

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #319 on: July 13, 2010, 11:25:48 PM »
Also, how do you set your rank for arrange? I watched an all clear replay, chose the option necessary, but I can't find where to change the rank on it.

Watch it all the way to the end. Then it'll appear in the game options.

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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 #320 on: July 13, 2010, 11:28:02 PM »
But I did. i got the achievement for watching an all clear replay and accessing a higher level. I just can't find it in options.

Zengar Zombolt

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #321 on: July 13, 2010, 11:42:24 PM »

I guess this is fine for a first attempt.

KOA

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #322 on: July 14, 2010, 12:18:08 AM »
But I did. i got the achievement for watching an all clear replay and accessing a higher level. I just can't find it in options.

Go to the actual Arrange Mode itself, then go to Options instead of 1P Start?

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

Zengar Zombolt

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Sapz

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #324 on: July 14, 2010, 05:51:25 PM »
Mushi Futari 1.5 Maniac 1cc! First time clearing the Stage 5 midboss, hitting the second score extend and not making a complete ass of myself on Stage 4. :V Two spare lives upon clearing, too.

Welp, time to start recording/uploading it. :P
Let's fight.

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #325 on: July 14, 2010, 06:00:41 PM »
just some random notes before I leave for work:

- according to other people, there are Ryus in stages 04, 11 and 28
- there's a hidden Ghouls n' Ghosts armor powerup in the stage 20 (which is the bonus stage)
- messed around with Fixed pods again, and died when I reached stage 06. The Pod sealing circle-thingies don't kill you on collision, but since they block my shots (not sure if they disable the bullet-blocking ability as well) and I was using the fixed formation... ......... :V
neku: now for something important.
Translations.
How much time do you guys think it will take for HM to be translated? Besides everyone's story modes and the whole menus, there's also the fact that the way HM's programmed is different from all other games. I bet it'll take two months.

lusvik: I don't mind about playing HM in japanese. The language of punching other people is international.

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #326 on: July 14, 2010, 07:56:50 PM »
So I just ordered Ketsui and Futari even though I don't own a Xbox of any kind. I'll probably buy a Japanese one soon to officially move to the next level in Cave-ism. Is the Arcade version enough if I'm not planning to use the thing for anything else? I understood there's some downloadable content for some of the games so I'd like to know if that thing has enough disk space for everything.

I'll probably use the thing with a computer monitor so different TV standards shouldn't be a problem. The only accessory I'll need then is an electrical adapter right?
"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 #327 on: July 14, 2010, 08:02:38 PM »
Considering you ordered Ketsui, you have no choice but to get a Japanese one.

I'm not really understanding the ESPGaluda II system. I'm way inconsistent. And what the hell at 99* 99. How do you survive that? I can't switch between shot and laser that fast. Maybe I should watch some replays for the nonarrange modes.

Also, get one with a Hard Drive. That install feature makes things a lot quieter.
« Last Edit: July 14, 2010, 08:04:59 PM by Enigma »

Jaimers

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #328 on: July 14, 2010, 08:18:00 PM »
So I just ordered Ketsui and Futari even though I don't own a Xbox of any kind. I'll probably buy a Japanese one soon to officially move to the next level in Cave-ism. Is the Arcade version enough if I'm not planning to use the thing for anything else? I understood there's some downloadable content for some of the games so I'd like to know if that thing has enough disk space for everything.

I'll probably use the thing with a computer monitor so different TV standards shouldn't be a problem. The only accessory I'll need then is an electrical adapter right?

Guide to owning a Japanese 360

Also, this might be worth pointing out:

Quote from: bcass
For the benefit of Europeans, it might be worth noting that it would be better for them to purchase an Asian 360 instead of a Japanese model. Asian 360s are compatible with 99.9% of Japanese software, and they run on 240 volts. If you live in Europe and you buy a Japanese 360 you will need to buy an expensive stepdown converter.

Sapz

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  • *
  • It's time to burn!
Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #329 on: July 14, 2010, 08:20:32 PM »
So I just ordered Ketsui and Futari even though I don't own a Xbox of any kind. I'll probably buy a Japanese one soon to officially move to the next level in Cave-ism. Is the Arcade version enough if I'm not planning to use the thing for anything else? I understood there's some downloadable content for some of the games so I'd like to know if that thing has enough disk space for everything.

I'll probably use the thing with a computer monitor so different TV standards shouldn't be a problem. The only accessory I'll need then is an electrical adapter right?
The main thing you might be missing out on with that setup is Futari Black Label, which is DLC and absolutely excellent (and possibly Deathsmiles MBL 1.1, though I don't know how much space that takes); there's also installing the games, which might decrease some load times, though by how much, if at all, I have no idea. The arcade version should have enough space for stuff like replays, though (I think). As for the power supply, you can safely buy a local 360 one and it'll work perfectly on a J360; IIRC, Japanese, American and European supplies work with the J360. Extra research wouldn't go amiss here though, given how it's pretty essential that you don't blow the 360 up. :V

Quote from: bcass
For the benefit of Europeans, it might be worth noting that it would be better for them to purchase an Asian 360 instead of a Japanese model. Asian 360s are compatible with 99.9% of Japanese software, and they run on 240 volts. If you live in Europe and you buy a Japanese 360 you will need to buy an expensive stepdown converter.
I... didn't need to do this. Just bought a European 360 power supply and everything worked. :derp:

On another note, I figured out how to stop the 360 recording stretching. The Futari recording should look quite a bit nicer than the Ketsui one~
Let's fight.