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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Fri Nov 01, 2019 2:41 pm 


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I honestly am not crazy about those modes on PC Engine shmups; Image Fight has a similar setting and it just kind of squishes the screen. But if it makes you play better then good.

I prefer Toaplan's "Giant Status Bar Sidescreen" approach, a la Fire Shark and Tatsujin MD.
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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Fri Nov 01, 2019 5:25 pm 


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EmperorIng wrote:
I prefer Toaplan's "Giant Status Bar Sidescreen" approach, a la Fire Shark and Tatsujin MD.


Same, they did a good job of porting their games to that particular constraint.

PCE "arcade" modes do not alter the gameplay in any way, nor increase the available playfield, it's just a resolution change or something. Star Parodia and Soldier Blade both have that mode as well.


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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Fri Nov 01, 2019 6:18 pm 


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OmegaFlareX wrote:
EmperorIng wrote:
I prefer Toaplan's "Giant Status Bar Sidescreen" approach, a la Fire Shark and Tatsujin MD.


Same, they did a good job of porting their games to that particular constraint.

PCE "arcade" modes do not alter the gameplay in any way, nor increase the available playfield, it's just a resolution change or something. Star Parodia and Soldier Blade both have that mode as well.


That's strange because even though as you say it doesn't really change anything I have been playing for roughly 2 hours today and made it all times (no continues) to stage 4 beginnings which I couldn't do at all when not in arcade mode. Couldn't get past stage 2 boss in the normal ratio. Weird huh and also wow didnt know image fight had an option either care to share any light how to acces the menu ? Although I have no problem with the play field on the pce of image fight. Nevermind just did a quick Google also found out a that there is a Mr heli mode! !sweet! :D . Also off topic I know but Mr heli is an underated gem


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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Fri Nov 01, 2019 10:43 pm 


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Unable to download any screen recording apps but discovered by accident that I already have a game recording features via Google Play Games.

Just need to experiment with the playback recordings in 720 or 480 before uploading a full 1CC run.
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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Thu Nov 14, 2019 9:06 pm 


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Just found this gem: Truxton II / Tatsujin-Oh In A Nutshell :lol:


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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Thu Nov 14, 2019 9:23 pm 


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6t8k wrote:


rofl, literally the best video I've ever seen, ty for sharing.


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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Fri Nov 15, 2019 6:49 pm 


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What I don't understand is how little action was going on until he got that enemy bullet up his ar*e. All those enemy ships he was taking out with the Lazer shot, I expected at least one sniper bullet to get through.
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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Sat Nov 16, 2019 3:35 am 


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Might have been playing on export region (Truxton II) and Easy dipswitch. Which I guess is the equivalent of loop -1. From my own experience, you don't need to move at all for the first part of stage 2 if you're running the blue weapon.


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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Fri Nov 22, 2019 6:07 am 


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I've played through the Genesis port of the game, but only on the easiest difficulty setting. I remember it being a little too cramped, and with far too many enemies sneaking up directly behind me for my liking. It's a good game, but I don't think it's any sort of a classic, especially when you consider that it is on what is quite possibly the greatest console for shooters.

And then there's the PC Engine port. Jeez, that thing. It's no exaggeration for me to call it a strong contender for the single most difficult game I've ever played in my life. It's also a strong contender for having the greatest box art for any video game. I wish I could say more, but I haven't gotten very far. I might one day take a serious crack at it though.
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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Tue Jan 21, 2020 5:57 am 


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Some recent happenings around here inspired me to talk about why exactly I enjoy Truxton. This is near verbatim what I recently posted in the Shmups Discord.

I'm partial to space aesthetics, but I really like the way the game looks. I enjoy its music, the sound effects are satisfying, the skull bomb is just plain awesome, the three weapon types are all pretty cool and useful in their own ways, your starting weapon isn't half bad (which is way more than can be said for its sequel), and it's just really rewarding learning all the enemy spawns and behaviors. One of the highlights for me is having the fully powered blue weapon in stage 4, and having that triumphant-sounding music going while all the popcorn runs into your lasers and instantly explodes. That's the life right there. It makes you feel powerful.


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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Tue Jan 21, 2020 8:29 pm 


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WTF! Just seen someone post 41million online score on Truxton F2P Very Hard difficulty. Damn.

Player Tomuo19XX must have a way of reaching very high scoring for each loop when the reference score is usually 1.5mill 1CC.

I am currently getting 1.7million with intentional suicide at special checkpoints at the beginning of Stage1 and Stage5.

I can only assume Tomuo is using max firepower buy option and use suicide at specific checkpoints to rack up 3-4million per loop
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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Mon May 11, 2020 7:35 am 


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My Truxton/Tatsujin board has been repaired! I also asked them to change the jumper into Truxton version, as I wanted to see if there was any difference, and because its the version I grew up with.

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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Mon May 11, 2020 12:51 pm 


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I may have to put some more time into this again, I did a while ago (Genesis version) but couldn't really get into it properly - the music is great, but I found my craft to be way too bulky for the size of the screen, this combined with enemies that just home in on you for a kamikaze attack, didn't make for a fun time in the later levels. If you survive till level 3 without dying, the rank really seems to go crazy, there seems to be sections where I just had to die, because the larger mid level bosses will just magnetise right to me - they do a less aggressive pattern after death, but once left with the pee shooter I found that was game over anyway.

Down to lack of skill of course than anything wrong with the game, but maybe the arcade version is the one to go for.


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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Mon May 11, 2020 10:41 pm 


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MJR wrote:
My Truxton/Tatsujin board has been repaired! I also asked them to change the jumper into Truxton version, as I wanted to see if there was any difference, and because its the version I grew up with.

Very nice! From playing and looping both versions, I did notice two minor differences. In Tatsujin, I had to slightly change up my strat for the stage 1 boss since the timing isn't exactly the same, and the glass tube midbosses don't fire at the same times that they do in Truxton. Overall, however, the two are nearly the same. I didn't notice any real difficulty increases in Tatsujin compared to Truxton.


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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Tue May 12, 2020 1:33 am 


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OmegaFlareX wrote:
EmperorIng wrote:
I prefer Toaplan's "Giant Status Bar Sidescreen" approach, a la Fire Shark and Tatsujin MD.


Same, they did a good job of porting their games to that particular constraint.

PCE "arcade" modes do not alter the gameplay in any way, nor increase the available playfield, it's just a resolution change or something. Star Parodia and Soldier Blade both have that mode as well.


Has anyone counted how many pixels are the MD status bars wide? I suppose it's safe to bet they're all exactly 64 pixel wide, right?
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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Thu May 14, 2020 9:09 pm 


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WTN recently uploaded one of his old Tatsujin Oh replays where he scores 10 million points. This is definitely a very useful resource, and something I've been studying a bit today. https://www.youtube.com/watch?v=ZDjhUaTP2nk


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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Sat May 16, 2020 2:35 pm 


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Turrican wrote:
Has anyone counted how many pixels are the MD status bars wide? I suppose it's safe to bet they're all exactly 64 pixel wide, right?

Looks like it's 80 pixels. Ten chars, each eight pixels wide.
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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Sun May 17, 2020 3:27 am 


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mice wrote:
Turrican wrote:
Has anyone counted how many pixels are the MD status bars wide? I suppose it's safe to bet they're all exactly 64 pixel wide, right?

Looks like it's 80 pixels. Ten chars, each eight pixels wide.


I had thought this to be a similar case to Devil Crush MD, where the side bar is conveniently placed in order to do a 1:1 porting of the 256 wide PCE graphics... Then again I suppose not, since Tatsujin must have been developed straight from the arcade.
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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Sun May 17, 2020 11:09 am 


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Then again I suppose not, since Tatsujin must have been developed straight from the arcade.

the argument is still valid, since you're going from a vertical resolution (something like 240px wide in the arcade) to a horizontal port, so narrowing down the MD's res from 320p to something like 240p still allows you to port over the sprites nearly in 1:1 resolution.


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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Sun May 17, 2020 12:26 pm 


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Flobeamer1922 wrote:
MJR wrote:
My Truxton/Tatsujin board has been repaired! I also asked them to change the jumper into Truxton version, as I wanted to see if there was any difference, and because its the version I grew up with.

Very nice! From playing and looping both versions, I did notice two minor differences. In Tatsujin, I had to slightly change up my strat for the stage 1 boss since the timing isn't exactly the same, and the glass tube midbosses don't fire at the same times that they do in Truxton. Overall, however, the two are nearly the same. I didn't notice any real difficulty increases in Tatsujin compared to Truxton.


After investigating this during the last few days, I have noticed one clear difference between Tatsujin/Truxton versions. In Truxton, bigger bosses have significantly less health, and I can kill them about 30-40% faster. This makes a big difference with my old grievance, the third boss who used to take way too long to take down, as the larger turret groups always managed to snipe me. Now I can just bomb away the first turret group, stay in the middle, tear down the boss, and ignore turrets in the far left and right, and the boss will be destroyed before I reach the second turret group. Also, I think the bullets fly do fly little bit slower. I had to recheck the dip switch settings to ensure that the guy who repaired the board for me had not switched the game into easier mode, but no, it was still on normal. And no, I dont think that I have somehow magically upped my skills while the PCB was on repairs - I used to play the PCB as Tatsujin regularly for many years.

I wonder if this should be reflected on the hiscore thread.


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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Mon May 18, 2020 10:04 pm 


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Tatsujin is definitely harder than Truxton. Tatsujin Oh is significantly harder than Truxton 2.

Would love to have played the test version of Tatsujin which used Red lightning lasers before changing to Blue.
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 Post subject: Re: tatsujin/truxton appreciation thread.
PostPosted: Thu May 21, 2020 3:30 pm 


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I always forget who decent the graphics and designs are in tatsujin-ou. I NEED to get my PCB fixed...
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