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 Post subject: GD: ring^-27
PostPosted: Fri Aug 26, 2011 4:59 am 


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Joined: 02 Dec 2010
Posts: 2760
Location: laser fantasy
Tons of things to unlock. Basic scoring seems to be anchoring an enemy and damaging others to draw crystals, destroying lots of enemies when anchored to seemingly build the multiplier, while collecting medals while the multiplier is building, and keeping your energy in check so the rank does go up so high. I don't think I'm looking at things just right.

Anyway, achievement dump:

Code:
01. Clear Easy Mode
02. Clear Normal Mode
03. Clear Hard Mode
04. Clear Extra Mode
05. Clear Boss Rush Easy Mode
06. Clear Boss Rush Normal Mode
07. Clear Boss Rush Hard Mode
08. Clear Boss Rush Extra Mode

09. Clear Boss Rush Extra2 Mode
10. Clear the game with Anchor
11. Clear the game with Bomb
12. Clear the game with Circle
13. Clear the game with Device
14. Clear the game with E
15. 1CC Easy Mode
16. 1CC Normal Mode

17. 1CC Hard Mode
18. 1CC Extra Mode
19. 1CC Extra2 Mode
20. Grab all secret in a single game
21. Over x100 multiplier
22. Grab all weapons
23. Get the extend item
24. Get the Ex medal

25. Dropped more than 256 medals in a single game
26. Destroy all of the parts on the stage3 boss
27. Destroy the secret boss on the stage3
28. Destroy all of the parts on the stage4 boss
29. Destroy a lot of arms on the stage 5 boss
30. Destroy the secret boss on the stage 6
31. "Hot wing the anchor in a single" (?)
32. Thank you for playing!
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 Post subject: Re: GD: ring^-27
PostPosted: Fri Aug 26, 2011 8:14 am 


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Location: UK Torquay
Cool! How do I access the achievements screen? Also where do I find the menu that let's you turn "Auto-assist" off and on- suddenly I can't find it?
A bit like RefRain this game is a whole lot deeper and better than the demo ever suggested :D
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 Post subject: Re: GD: ring^-27
PostPosted: Fri Aug 26, 2011 11:03 am 


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Joined: 02 Dec 2010
Posts: 2760
Location: laser fantasy
Press Z on the Score screen to switch between total scores (first), stage scores (second), achievements (third), and "battle report" (fourth; various game stats).

Also, press C on the Replay screen to sort replays by file number (first), score (second), and date (third).

On the "assist" feature: normally, when your hitbox is lined up with bullets, those bullets turn red. It seems you can only toggle it in Practice mode.
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 Post subject: Re: GD: ring^-27
PostPosted: Fri Aug 26, 2011 4:01 pm 


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Location: UK Torquay
Despatche wrote:
Press Z on the Score screen to switch between total scores (first), stage scores (second), achievements (third), and "battle report" (fourth; various game stats).
Also, press C on the Replay screen to sort replays by file number (first), score (second), and date (third).
On the "assist" feature: normally, when your hitbox is lined up with bullets, those bullets turn red. It seems you can only toggle it in Practice mode.

Thanks-
As you say, rank increases when energy=0 and also destroyed enemies don't release score items.
Do the pink score items increase the multiplier then, and if so how?
... Also still not sure about:
1)What the "score display" option actually changes,
2) How to trigger and uncover penguins and if there's any more secrets in later stages but I'm sure we'll find out soon enough :D
3) The specifics of the medal chaining

I'm getting the same feeling from playing this as I got when I first played DDP DOJ.
Time may prove it's awesomeness...
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 Post subject: Re: GD: ring^-27
PostPosted: Sat Aug 27, 2011 7:31 pm 


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Location: UK Torquay
OK:
1) To toggle "Assist" press Button 3 when on the weapon select screen.
2) "Score Display" option affects how the running score for the pink items is displayed when the game is paused: either blinking, static or not displayed.
3) Pausing the game (with Button 4) gives a full set of stats including quantity of each item collected and current rank.
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 Post subject: Re: GD: ring^-27
PostPosted: Sun Aug 28, 2011 8:03 pm 


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Joined: 27 May 2011
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Anyone know how bomb mode works? From what I can gather, the amount of bullets that get cancelled when you bomb depends on how many blue crystals are in the bank (and they seem to get wiped out upon bombing). Sometimes bombing anchors you but I have no idea what this depends on.

Also, how does one go about unlocking new modes? Do you need a 1CC?

Random tip: I'm sure everyone else has figured this out already, but if you latch onto one of the black spikes on the stage 2 boss, you can get massive chaining from all the medals collected from killing white spikes. I typically score 2 extends here on easy mode, with only minor rank increase.
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 Post subject: Re: GD: ring^-27
PostPosted: Sun Aug 28, 2011 11:49 pm 



Joined: 01 Nov 2008
Posts: 184
Moniker wrote:
Anyone know how bomb mode works? From what I can gather, the amount of bullets that get cancelled when you bomb depends on how many blue crystals are in the bank (and they seem to get wiped out upon bombing). Sometimes bombing anchors you but I have no idea what this depends on.

Also, how does one go about unlocking new modes? Do you need a 1CC?

Random tip: I'm sure everyone else has figured this out already, but if you latch onto one of the black spikes on the stage 2 boss, you can get massive chaining from all the medals collected from killing white spikes. I typically score 2 extends here on easy mode, with only minor rank increase.


i think in order to get enemy anchored , you need to make sure that the bullet covering the enemy you want then use the bomb , if it connects , you will anchored to the enemy , it's like Freezing bullet mechanic in touhou fairy wars .
i think this is how it usually works http://www.youtube.com/watch?v=ZAjNvIKxCcE


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 Post subject: Re: GD: ring^-27
PostPosted: Wed Feb 08, 2012 2:30 am 


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Joined: 12 Jan 2012
Posts: 127
Location: Phoenix, Arizona
Version 1.0

Half-assed strategy guide...anyone have improvements, speak up! :twisted:

Unlocks
When the game is first started, only Anchor and Bomb shot, Easy and Normal difficulty are available. Clearing the game on the highest available difficulty with or without continues will unlock new shot and difficulty modes.

Hit Box
Your ship's hit box is the white pixel and black circle at the center of the cockpit. The game does feature a grazing effect, but this doesn't add to scoring.

Normal & Secondary Shot
Holding C (button 3) will fire your normal shot while keeping your normal speed. Holding Z (button 1) uses the same shot at the same power, but slows your movement by half. Pressing X (button 2) will fire your secodary weapon (Anchor, Bomb, Circle or Device) and depending on how each is used will lock-on to a target.

Blue & Red Crystals
Enemies destroyed by normal shooting will produce blue crystals which are used to fuel your secodary shot. As long as you are locked-on to something, damaged enemies produce red score-crystals.

Medal Bubbles & Rank
Destroying enemies while locked-on will produce medals as red crystals in bubbles. Then, depending on how many were produced, destroying the original locked enemy will spout many more medals.
Using the secondary shot while the blue crystals are at zero will start the rank counter spinning which begins at 0.000 and quickly increases to around 0.125 or slightly higher depending on difficulty before rolling over to the next whole number. Of course the higher the rank the more and faster the bullets...I have not survived beyond rank 40 to say what the max is. Dying will lower the rank by a bit depending (ex. 40 to 35, 6 to 5), and continuing resets the rank to 0.000.

Anchor & Device
These two are similar in that Anchor shot fires straight from your ship to lock-on, but Device uses an Option that follows you and targets the nearest enemy. Pressing the button again will release the lock and cancel any bullets on screen. Now depending on which enemy or which parts of medium sized and boss enemies you anchor to, your normal shot will usually weaken but gain a sub-shot in one of 18 varieties:

Near - a bit like Ketsui, your ship shoots straight while angled shots auto-target anything nearby
Wide - spreads some of the straight shot wider than normal for extra coverage
Strong - twice as wide normal shot
Straight - shoots ahead, as wide as the ship, with a nice twisting effect
Homing Shot - a constant barrage of small homing missiles
Homing Laser - a constant barrage of small homing lasers, a'la Darius
Long Laser - four screen-length beam sabers a'la SI: Infinity Gene
Missile - a constant barrage of small straight-shooting missiles
Sword - fire is focused into sword points that reach two ship lengths ahead and one behind
Put Laer - holding shot plants an electro laser pod that fires following your movements
Ice Shot - fires angled inward in the opposite direction of movement
Fire Shot - shoots juicy fireballs straight ahead that pass through enemies to damage beyond
Mirror - a shield that reflects enemy bullets back as weak player bullets
Napalm - shots explode, splash-damaging nearby enemies
Homing Plasa - stronger homing lasers that circle the screen until they hit
Trace - four options slowly trail your movement but retract when you stop
Decoy - creates a shadow decoy that enemies will shoot instead, used with Z (button 1)
Beam - four straight lightning shots streak wildly after hitting, damaging enemies beyond

Bomb & Circle
The Bomb shot detonates around your ship causing any nearby enemy bullets to explode in a chain reaction, cancelling them and damaging enemies in the blast. Each bullet in the chain depletes your blue crystals by more or less depending on its size. Tougher enemies that survive the blast will be locked-on to and cannot be disengaged.
The Circle shot raises a forcefield that repels enemy bullets, and like Anchor and Device, it quickly drains blue crystals while bing used. Regardless of crystal stock if the shield passes over an enemy it will lock-on.

Fixed
Fixed shot arms you with a reticule about a ship length ahead that swings with your movement. For 32 blue crystals per shot, use this to gain the lock-on sub-weapon until you change locks again. Bullets fired by enemies locked-on by this turn to red crystals, and bullets can be cancelled by shooting them with the Fixed shot..

Extras
Hidden throughout each stage are several (not sure how many) invisible penguins. Shooting through one will make it flicker, and you'll need to hover over them or shoot at a locked enemy through their position until a circle of triangles appears to collect it.
During the end credits, a number of penguins equal to how many secrets you found in the game will swim past the screen.
After the stage 6 boss, a black ball of energy suggestively moves in the background...could this be a true last boss? Maybe a 1CC or finding all secret penguins will make a difference.


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 Post subject: Re: GD: ring^-27
PostPosted: Fri Dec 09, 2016 8:19 am 


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Posts: 2306
Location: Singin' in the rain of extends
Here's a dump of some scoring info I'm figuring out through practice mode:
  • Every blue energy crystal is worth 10 points.
  • Every red score crystal is worth 200 points.
  • Medals have a base value of 10000 and increase in value by 1 for every score crystal you have (rounded down to the nearest 10) and 100 for every medal you have. So if you have 1305 score crystals and 5 medals the next medal has a value of 10000 + 1300 + 500 = 11800.
  • Each medal you have increases the amount of points you get from killing an enemy by 10. So if you have 100 medals you'll get a 1000-point bonus every time you kill an enemy.
  • Dropping medals doesn't affect their value.
  • Dying reduces your score crystal and medal counts by a third, and resets your energy to 256.
  • While you're invincible (i.e. after dying) you can run over enemy bullets to turn them into energy (1 crystal per bullet, which is worth 3 energy counter). This probably isn't useful at all.
  • You get points constantly while you're anchored to an enemy. Not when you have no energy though, and it's not much anyway.
  • Higher rank increases the number of blue (or red, if you're at max energy) crystals you get from killing enemies.
  • The multiplier (which is obtained by killing other enemies while you're locked on to an enemy) increases score from kills but not the value of blue or red crystals. It affects medal value but doesn't simply multiply their value. I believe it works something like this:
    • The medal value goes up by 5000 for each multiplier level you have when you spawn the medal (so each subsequent kill while anchored to an enemy increases the medal value by 5000). In other words, the medal values have a bonus of 5000 x multiplier. Unlike the bonus medal value from the score crystal and medal counters, this bonus value is applied to the medal when you spawn it and not when you collect it.
    • For example, if you kill three small enemies while anchored to a large enemy, and then finish off the large enemy, the three small enemies will release medals worth (before item counter bonuses) 10k, 15k, and 20k respectively, and the large enemy will release three medals worth 25k each (the number of medals depends on the enemy but let's say it's three for this example). These values are tied to the medals themselves so if you grab the medals in the order you spawned them the values will appear in increasing order and if you grab them in the opposite order the values will appear in decreasing order. It doesn't matter when you grab the medals, you don't need to be anchored to keep the medals' value after you've spawned them.
  • There are secret rings and secret penguins. Secret rings are triggered by hovering in the right place for a little while. They aren't worth any points themselves but they release a fountain of score crystals when triggered. Secret penguins are triggered by shooting at them while anchored. Secret penguins have a base value of 100,000 and increase in value by 10 for each score crystal and 100 for each medal you have. Basically 10x the value of a medal. Penguin value is not affected by the multiplier, but they increase the multiplier by 4 when triggered. I haven't verified yet whether secret rings affect the multiplier.
  • When you cancel bullets (e.g. through a bomb in bomb mode or through killing an anchored enemy), each bullet cancelled is worth a certain number of points depending on how many bullets you cancel at once and how many score crystals you have. The first bullet cancelled starts at 10 + (score crystals / 10) points, rounded down to the nearest 10, and each successive bullet is worth 10 more points. So if you have 5000 score crystals you'd get 510 + 520 + 530 + 540 + ... points.
  • In bomb mode, bullets are only cancelled into score crystals if you have energy while bombing. You still get the cancel bonus (see above) even if you don't have energy though.
  • In bomb and circle mode, you can lock on to multiple targets at once. The primary target (the one whose weapon you get) has a large indicator around it, while the secondary targets have smaller indicators around them. If you kill the primary target, one of the secondary targets becomes the new primary target and you don't lose your multiplier. You can switch which enemy's the primary target by tapping focus fire. You only lose your multiplier if you die, if you cancel the anchor, or if you kill the primary anchor target (or it leaves the screen) without any secondary targets available. I imagine there's some sort of chaining you can do with this (see the x100 multiplier video below for an example of what I mean).

Seems that scoring is a matter of staying locked on to enemies as long as possible and killing other enemies while locked on to increase multiplier/medal value, and to get more medals and score crystals. High rank is good for scoring as long as it doesn't get you killed.

There's a video on Nicovideo demonstrating how to get the x100 multiplier achievement (it involves the stage 2 boss) and another demonstrating that the maximum rank is 128. Look at that score go!

Some other info:
  • Extends are at 8, 20, 40, 80, 160, and 320 million points. Probably more beyond that but I haven't seen them myself.
  • There's a TLB, as seen here. Not sure how to reach it but it's probably something along the lines of getting all the secret rings and penguins.
  • There's also a secret phase of the stage 3 boss, as seen here. No idea what triggers it, but "modirufa6317" on Twitch tells me it's also based on getting the secrets.
  • Boss Rush is available through practice mode by choosing "Boss" as the stage. Not sure if you have to unlock it first. Not sure if it's accessible from anywhere else other than the practice menu, but I did get the achievement for clearing boss rush mode so maybe that's just how you access it.
  • Also accessible through practice mode is "Another," a strange mode/stage in which your ship rotates to face the direction you're moving. Holding rapid shot (C) locks your direction.
  • Judging by the achievements screen there's more modes beyond Anchor, Bomb, Circle, Device, and Fixed - there's achievements for "Piercing," "Shift," "Homing," "Tail," and "Loading." No idea how to get those though. EDIT: Clear Another mode to unlock these. I recommend using a homing shot and turning extra lives up to max. Thanks to "modirufa6317" on Twitch for helping me figure this out! By the way, if you're still trying to figure out how to unlock the first five modes, just clear the game with each (credit-feeding allowed).
  • In practice mode, press Z while hovering over the "rest" setting to turn on invincibility.
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