Author Topic: STG Thread 6: WELCOME TO VIOLENT CITY  (Read 115316 times)

Matsuri

STG Thread 6: WELCOME TO VIOLENT CITY
« on: June 23, 2010, 02:41:59 AM »
Let Ass Kick Together!

Click here for thread 5

For those who aren't up-to-date:

The current SotW is Twinkle Star Sprites; I'll get around to setting up the score thread when I stop being so damn lazy.
« Last Edit: July 28, 2010, 08:01:02 PM by Matsuri♥Sunrise »

KOA

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #1 on: June 23, 2010, 04:26:39 AM »
Judgement Silversword is very fun for a portable bullet hell game.
It has a TLB too.

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #3 on: June 23, 2010, 08:33:16 AM »
Love the thread quote.  :3

Judgement Silversword is very fun for a portable bullet hell game.
It has a TLB too.

I think I've played this before; I can't remember. It looks like it might be a good SotW candidate though.

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #4 on: June 23, 2010, 11:57:38 AM »
Next week should totally be Batrider week in lieu of the title quote.

Bananamatic

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #5 on: June 23, 2010, 12:13:25 PM »
Next week should totally be Batrider week in lieu of the title quote.

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #6 on: June 23, 2010, 12:16:26 PM »
As I asked in the 5th STG thread, I'm looking for fun (hopefully freeware like x.x) indie/doujin shmups to try my hand at.

Any of you guys willing to throw suggestions at me~?

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Bananamatic

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #7 on: June 23, 2010, 12:21:08 PM »
not doujin, but atleast try Dimahoo :V

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #8 on: June 23, 2010, 01:54:38 PM »
As I asked in the 5th STG thread, I'm looking for fun (hopefully freeware like x.x) indie/doujin shmups to try my hand at.

Any of you guys willing to throw suggestions at me~?

not familiar with doujin as LtC is.. I'd recommend Pararalyzer, though.. (there's another flash shmup, Frantic, which I've forgotten the link to..)

also, there's some freeware stuff made by.. erm.. whoever made Warning Forever (particularly, I preferred his other completed shmup in which you don't shoot, but instead gather enemy shots and throw them back at enemies)


edit: also, if people are going to play Batrider next, some theory would be welcomed.. (not going to post videos, though, since the week hasn't started, though :p -- go play TSS first, guys :p)
« Last Edit: June 23, 2010, 01:57:04 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 #9 on: June 23, 2010, 04:03:48 PM »
Is it even possible to play TSS Story Mode consistently? Your success seems to basically depend on how many Reverse Attacks your opponent decides to throw at you and then on how lucky you get with the popcorn formations to be able to get free Boss Attacks out of them (and on how often you get hit point blank when near the middle wall).
"First of all, for those who've cleared the game, please try playing for more points." - ZUN

Sapz

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #10 on: June 23, 2010, 04:51:40 PM »
Just broke 90m in Ketsui... a little over 20m more than my previous high score, and I didn't even reach the final boss this run. Thanks for those tips moozooh, they helped a lot. :D
Let's fight.

Bananamatic

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #11 on: June 23, 2010, 05:10:08 PM »
120m for Ura :V

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #12 on: June 23, 2010, 05:16:45 PM »
That would take him a very long time. He's more likely to get into the 6 death/bomb loop than that considering no miss no bombing the entire first loop would be very hard. But by the time he gets into that, he'll probably have 120,000,000 then its just getting rid of bombs and deaths.

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #13 on: June 23, 2010, 10:04:32 PM »
As I asked in the 5th STG thread, I'm looking for fun (hopefully freeware like x.x) indie/doujin shmups to try my hand at.

Any of you guys willing to throw suggestions at me~?
It's not freeware, but Diadra Empty looks pretty fun.

Warning: video contains extra stage insanity.
Cheating? I cannot even wrap my head around the point of it. Wouldn't you know you had cheated? How on Earth could you maintain crisp certainty of your superiority to all others? And if you're unable to do that, what's the point of anything?

KOA

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #14 on: June 23, 2010, 10:15:49 PM »
My Saturn died today. I tried to play a few games on it and the disc drive wouldn't even spin. *sigh*.

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #15 on: June 24, 2010, 12:15:21 AM »
I'm discovering a pattern with Ketsui. The pattern is this.

You start up Ketsui, and you do well. You're in the zone. You clear two or three stages without a single slip-up, and the run is going great. Then you make a single mistake, and you die. You then come out of the zone, which is Ketsui's cue to rape you horribly until you game over within a few minutes.

:colonveeplusalpha:
Let's fight.

trancehime

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #16 on: June 24, 2010, 12:57:30 AM »
not doujin, but atleast try Dimahoo :V

Already have :V

It's not freeware, but Diadra Empty looks pretty fun.

Warning: video contains extra stage insanity.

Diadra Empty is pretty damn fun I must say, though sadly I've already 1cc'd it at one point in my life :V

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #17 on: June 24, 2010, 02:08:33 AM »
Well,  if it counts... Blue Wish Resurrection+? It's x.x too :V

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #18 on: June 24, 2010, 02:36:41 AM »
I'm discovering a pattern with ______. The pattern is this.

You start up ______, and you do well. You're in the zone. You clear two or three stages without a single slip-up, and the run is going great. Then you make a single mistake, and you die. You then come out of the zone, which is ______'s cue to rape you horribly until you game over within a few minutes.

:colonveeplusalpha:
Sup my entire shmup history

So I'm trying to find a rom for TSS, but all of the ones I'm getting don't work due to missing files.  What size is the .zip file you guys are all using (mine's 8.71mb)?

LHCling

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #19 on: June 24, 2010, 02:42:25 AM »
For you MAME'ers, you also need the Neo-Geo BIOS in the folder. That's all I can say regarding that.
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hyorinryu

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #20 on: June 24, 2010, 03:51:51 AM »
btw, whatever happened to StellaVanity?

*currently under repair*
Puzzle Dragon stuff

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #21 on: June 24, 2010, 04:11:53 AM »
I haven't checked in a while, but Stella Vanity is still in development, I'm guessing.

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #22 on: June 24, 2010, 05:24:36 AM »
New Guwange score(24M)

Even though this game has probably made me rage harder than any other shmup(and that's saying something) it's just so beautiful during those few runs where everything comes together.  It's a vicious cycle ;_;

(wasn't recording .inp when doing the run, which is okay because the stage 5 boss made me his bitch)

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #23 on: June 24, 2010, 07:22:19 AM »
btw, whatever happened to StellaVanity?

Feathered Ether's development blog has just got a new post after more than a month of silence, and from what Google Translate tells me, the author had a bit of a break and is contemplating changing <things>... I wish I knew Japanese and could read that in more detail, though, and encourage him on his work.

Speaking of Stella Vanity, does anyone know how to score as well as on the replays on the website? I can't really make it past 35-40 million on stage 1, but it's apparently possible to score three times that much. There seems to be a lot more bullets on screen on those replays, but I can't really reproduce that even without firing...
« Last Edit: June 24, 2010, 07:24:22 AM by Angel on the Steps »

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #24 on: June 24, 2010, 01:59:52 PM »
Is it even possible to play TSS Story Mode consistently? Your success seems to basically depend on how many Reverse Attacks your opponent decides to throw at you and then on how lucky you get with the popcorn formations to be able to get free Boss Attacks out of them (and on how often you get hit point blank when near the middle wall).

I think that with repetition, you can squeeze some good chains (large ones, or more chains in more stages) out of an enemy's Fever (which doubles one's fireball output)..

I'm worried about one thing, regarding speedrunning. Mevious (and maybe Memory). Ban-worthy? :p (or not, since this would be a one-week challenge?)


edit: here's a failed TSS speedrun on Story Mode, for those who may enjoy seeing a satisfactory (imho) run being...
Spoiler:
hilariously ruined by Memory
:p
« Last Edit: June 24, 2010, 02:16:34 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.

Observer

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #25 on: June 24, 2010, 02:46:42 PM »
Feathered Ether's development blog has just got a new post after more than a month of silence, and from what Google Translate tells me, the author had a bit of a break and is contemplating changing <things>... I wish I knew Japanese and could read that in more detail, though, and encourage him on his work.

Speaking of Stella Vanity, does anyone know how to score as well as on the replays on the website? I can't really make it past 35-40 million on stage 1, but it's apparently possible to score three times that much. There seems to be a lot more bullets on screen on those replays, but I can't really reproduce that even without firing...
May the divinities hear you.

I'm sure nobody will agree but I kind of stopped caring StellaVanity after the second trial release. Previously, the original trial (0.10, which I still check now and then) was almost perfect and got me all hyped! It looked gorgeous, had great music, imposing enemies and had this cool and fine tuned Espgaluda-like system where you activated a pseudo-kakusei mode and enemies released more and more bullets (and you could manually cancel the mode anytime), which gave you BIG SCORE BONUSES (c).

Later on he decided to ditch that scoring system and replaced it with some terrible and more obscure Progear hybrid monster (Oh, hi! What's that jewel counter down there? D?j? vu? Oh no!!!!!!!) I could never get into, reduced the size of the enemies (or I'm getting blind), cut the length (and therefore, "epicness" =P) of the stages and thus destroyed the synchronised events (no more sub-boss on second stage showing up on the bridge-chorus moment of the song, no mid-boss on first stage showing after the break, etc.), he put a gross fadeout on the songs, he is apparently adding dialogue (which I hope will be skippable) and...

... and the main character somewhat looks like an older version of that little girl from Arakawa Under the Bridge, which I think is also called Stella so it makes me suspicious if any of the authors played the trial or something  :V *conspiracy engines on*

In short: The high point is that the enemies are at least varied, with huge mechanical subosses and bosses, another cue to Espgaluda. But the scoring now annoys me terribly, the new character is rather uninteresting and I'm hoping the guy will take his time and rethink things a lot before releasing... Especially with Crimzon Clover coming with its 120% explosions and 0% moe tag and "hueg" enemies with destroyable parts and bosses going berserker on the player.

Argh, guess one can't keep everyone happy. Even though I'm a fierce doujin defender. I will probably still give it a try once it's finally released  :derp:
« Last Edit: June 24, 2010, 02:50:11 PM by Observer »

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Zengar Zombolt

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #26 on: June 24, 2010, 03:50:16 PM »

Finally! 1-All!

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #27 on: June 24, 2010, 05:43:03 PM »
Wait, what? You have gotten pretty far at Progear 2nd loop of and 1cc'd ESP Ra.De. but you haven't cleared DDP before? Congratulations anyway.
"First of all, for those who've cleared the game, please try playing for more points." - ZUN

Matsuri

Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #28 on: June 24, 2010, 06:11:04 PM »
Okay so I've totally been spaced out these past few days, so here's the deal: I'm going to make this week a Break Week bonus round. Simply put, 1cc Twinkle Star Sprites Story Mode, and I will give IP to whoever gets the fastest completion time and whoever gets the highest score. The IP title will remain even after the next Idiot Hierarchy wipe, as well.

All you need to do is post picture proof of completion in this thread.

Go!
« Last Edit: June 24, 2010, 06:24:54 PM by Matsuri♥Sakuragi »

Zengar Zombolt

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Re: STG Thread 6: WELCOME TO VIOLENT CITY
« Reply #29 on: June 24, 2010, 06:50:16 PM »

Proof!